Saturday, September 19, 2026

Doing Classic Monsters Good: Medusa

Medusas

HD: 2*

AC: 12

Movement: Pedestrian

Attacks: Seething mass of snakes on her head can lash out and strike within arm's reach, dealing 1d4 and forcing a Save vs. Poison; -4 to Hit against armored opponents. Otherwise, as an ordinary human, using whatever tools she has available.

Special: Those who gaze upon the Medusa must Save vs. Petrification. This process begins as paralysis—particularly in the face and eye muscles, preventing manual operation of the eyelids—and takes rounds. If line-of-sight is interrupted in the first round, the victim is restored to mobility within an exploration turn; if in the second round, they remain paralyzed until washed in spring or river water.

Behavior & Notes: The primary change or refinement here is to not turn her into a tank. The interesting thing with the Medusa is that when you realize you're up against a Medusa you're basically in a standoff position where you can't risk opening your eyes and so are limited by blindness and the resultant difficulty of coordinating, but if you stay in formation and prepare to strike anything that approaches then the Medusa can't really risk getting into weapons range. Giving her a boatload of HD as D&Ds tend to do kind of breaks this symmetry and gives the Medusa little reason to avoid close combat, which removes the most interesting part of her, which is that she's very old and very cunning and very tragic, and she knows this, and knows how to manipulate would-be heroes. 

She's also very aware of the fact that many are under the impression that her petrification only takes effect on eye contact, and will happily exploit this fact.

The mirror trick works, but she's wary of it. She will often carry bottles of ink, smoking censers, or blindfolds to counter mirror attacks. In fact, she will often strategically position mirror emplacements in her lair to project her image from afar, allowing her to petrify without putting herself in harm's way. 

A Medusa is a person-type monster, meaning she's a person. She could probably learn to become a Fighter-type or, Buddha help us all, a Magic-User. You know, it would actually kind of make sense for Projected Image to be a 6th-level spell if that image also petrified people.  

 


 

 

Notes on Hexen Fashion

 Common fabrics: linen, cotton, tweed, satin, corduroy - cords commonly used kind of like denim, a ubiquitous hard-wearing fashion perennial, common colors russet, olive drab, charcoal, dusty rose, indigo. Cloth-of-gold and cloth-of-silver are still in circulation. More complex alchemically treated metallics are seen as very modern, very neon—cloth-of-bismuth is a current fave amongst the urban youth set. 

Shirtwaists common - primarily worn by women, but a certain kind of metrosexual man might don one on occasion. Cravats, sometimes with lace, gauze, tulle, or satin ruffles, still rule the neckline, but are beginning to face encroachment from rising turtlenecks. Elaborately knotted ties and jewelry worn at the hollow of the throat at formal occasions.

Silk slip underclothes - dudou style. No particular reason, I just think they look cool. 

What we think of as the Western-style business suit coexists in about equal measures to the Nehru pattern, though of course it isn't called that in the Hex. Brocade and damask are still used by the very traditional and very chic.

The current style is small pant, big jacket or vice-versa, and slim-under-baggy. Earth and jewel tones are on trend. Fitted high-necked bodysuits, often elaborately printed, worn under overalls or short puffed jackets. Pants are currently predominantly slim and high-waisted; skirts pencil-thin or pleated, but stiff or padded volumizing underskirts or rag liners are still worn to give a more dominant silhouette, in the same way that shoulder pads are used for tops. The overall style leans top-heavy, but those looking to invert the form might wear tight tops tucked into flared overalls, parachute pants, or sirwal. 

Cross-collared over-robes—think kimono and kosode—were in in the '70s but are considered outdated. They were a lot more colorful back then too. Subcultural dress associated with the popular musical act The Rainbow Brigade; fans are called "brigs" and wore flowing coats and robes over cords. Now we see a lot of darker colors: maroons, forest-greens, navy-blues. 

Frogging! Frogging in all sorts of colors and lusters. I think frogging is fun. 

Hats? The alewife hat (a stereotypical pointed, broad-brimmed "witch hat") is always in style. Berets, naturally. Something akin to the baseball hat, a tight, stiff-billed skullcap with an adjustable buckle tie in the back. The plumed slouch or cavalier hat maintains a knightly and bushidic association. The gat (the Korean hat, not the slang term for handgun) is popular amongst the youth set, while the cloche and pillbox still rule high-class women's millinery. The billed kepi is strongly associated with military and the gendarmerie. 

Flapper-type diadems and fillets? Why not. Sometimes jeweled, sometimes plain, sometimes terrycloth for sporting occasions - unisex, for sure. Sometimes with the hanging diadem. Why shouldn't men wear funny things around their foreheads?  

I think we probably see a lot of fake and real spectacles. The eye, perception and knowledge, etc... are recurring themes in the setting, so there's a lot of fancy and "interesting" designs for both shades and regulars. Mirrorshades particularly significant, militant or dangerous implication - they reflect gaze attacks back. Lots of people wearing non-prescription lenses for fashion reasons. Makeup looks center the eyes, a "classic" smokey eye with a nude lip and light contouring along the cheekbones and nose-bridge to create a gaunter, sharper look is actually quite traditional and old-fashioned, the kind of thing worn by serious people wanting to look serious. Bringing pastels, glitters, and shines into the mix makes it more modern. Color on the lips is considered a bit more fashionable and scandalous - just as in clothing, metallics are very flash and now. 

Hair is big. That's one 80s affectation we can't quite get rid of. The perm is in, baby. Pearl and rhinestone hairnets are too. 

I'm tired. I think this is enough? 

I'll add art later. 

 

 

Friday, August 28, 2026

Doing Classic Monsters Good: Dragon

 Over the years, I've played a lot of D&D, and thought more about D&D. I wanted to take a real run at making a version of classic monsters that takes what I know about how encounters with these guys tend to play out (both the theorycrafted encounters GMs imagine when they decide to place a dragon on the map, and the actual ones that players have in real games) and using that to apply a rigorous lens to monster design. 

Source: Samantha Mash, I think.


Dragons

HD: 8-12

AC: 20

Movement: Flight as a B-17 Flying Fortress with VTOL capabilities. On land, like a Tyrannosaurus Rex—a bit lumbering, but with long strides.  

Attacks: Two claws and a bite or a tail whip, depending on orientation. Saber-sharp claws deal 2d8 damage each; a bite does 3d6 damage, inflicting an elemental effect on hit if a breath attack was used in the previous rounds. The dragon can forego damage with either of these attacks to initiate a grapple; they can deal damage without fail until the grapple is broken. A tail whip does 1d10 damage.  

Special: Breath attack deals 1d6 damage of the appropriate element per HD, Save for half, usable 3-5 times, depending on type, before needing to eat to refuel—roll 1d4-1 or 1d6-1 to determine remaining uses if encountered outside of lair. Dragonhide is particularly magic-resistant, giving a +4 to Saves vs. Spells—tanned and turned into armor, it is as leather or maille +1 and gives a lesser +2 bonus. A dragon is totally immune to their associated element.

Behavior: When hunting or battling non-dragons, they will fly and strafe using their breath weapon. They will not land and will always attempt to remain at standoff range—this applies regardless of the dragon's intelligence, as they are canny apex predators and do not put themselves in harm's way when unnecessary. 

Against other dragons of the same color, they will land, perform a one-round threat display, and then pounce to display prowess with their claws and teeth. Exposure to elemental phenomena of breath-weapon proportion can trigger those instincts; dragons who have cultivated advanced intelligence may test Morale to master their impulses, but even the coolest mind can be tickled by the right blend of hormones. 

They will generally publicly defer to dragons of superior color, since a fight between dragons who are not immune to one another's breath weapons is a brief and terrible thing. Amongst intelligent dragons, the rare interchromatic disputes will typically be settled by a ritualized display of claw-and-tail combat, with heavy iron muzzle-helms used to prevent breath weapon release; dragons are very sore losers, mostly because of how infrequently they tend to lose.

Dragons, like humans, can advance their destiny by collecting loot from dungeons. This is why you see them in there—most often sables and blues, since they've got the sinuous form-factor necessary to squeeze through narrow corridors. While it's believed that their looting mediates their progression through the chroma, in truth, the vast majority of their XP goes to developing sentience. Rich dragons are also wise dragons—though whether they bend that wisdom to good or ill is just as much left to karma as it in humans.

Colors

They change color as they age, or perhaps as they collect treasure or consume enriched flesh and occulted minerals. Color determines their HD, size, and elemental affinity. 

White dragons are the least of their kin - they have HD and prefer subarctic climes, where it is easier to cool the ferocious internal heat generated by firing their breath weapon. Their breath is a Cone of Cold with uses which strikes in a 30' wide, 80' long cone—roughly 20°They are chunky and padded, with almost leopard-seal-like heads. 

Black dragons are the ugly ducklings - they have HD and wallow in bogs. Their breath is an Acid Arrow with uses which strikes in a 5' wide and 120' long line, penetrating unproofed solids. Somewhat uniquely, their breath-effect is reversible, like some spells—fen-dwelling specimens have been recorded using Alkaline Arrows instead. They are coal-dark and sleek, fronds of external gills flapping at the edges of their long, dripping, crocodilian maws.   

Green dragons are the first "mature" stage, preferring to dwell in forests and plains - though, in truth, at HD 10 their superiority over their lesser cousins is only a hair's-breadth. Their breath is a Cloudkill with uses which creates a cloud 50'x50' wide and 20' tall. The cloud can drift up to 10' forward per round in absence of wind; it may only damage any particular target once. They are raptorial and fierce like a long-limbed dinosaurus. Their scales finally acquire a more familiar reptilian quality, along with a subtle jadeite luster that make this beast's hide a kingly gift.  

Blue dragons are the most esoteric, and most perplexing to draconologists - they have HD 11 and prefer environments conducive to the accumulation of static electricity - they love dusts, sands, clouds, and odd meteorological phenomena. Their breath is a Lightning Bolt with uses which strikes in a 60' line between two points within 180'. "How can this be,"  you may ask, noticing that their "breath" doesn't have to actually come from their mouth. Well, it's a bit of a misnomer - they actually grow spiraling coppery horns, each serving to designate the origin of one end of the bolt. Besides this, their bodies are indigo and aventurescent. 

Red dragons are HD 12 and shoot Fireballs

An Aside

I decided to unify the dragon breaths with the standard range of 3rd-level M-U scaling damage options, taking some liberties of course. Cone of Cold and Acid Arrow are conceptually taken from AD&D; Cloudkill is an existing spell that fulfills a similar purpose (AoE massacre) but with a different mechanic. I don't see any reason why they can't all be unified under a standard Xd6 system. 

Incidentally, I'm very focused on these spells because, with some close examination, it becomes apparent that Fireball and Lightning Bolt are some of the only sources of pure level-scaling damage in some of the old D&Ds. Being able to do 5d6 damage in a B/X type context the moment you get the spell is pretty insane—that kind of damage roll is usually monster territory, and high level at that. I don't think it's bad that magicians get this kind of firepower, but I think this should kind of maybe be the pinnacle of what an offense-oriented mage should be able to bust out at a moment's notice. I also think there's a strong argument to be made that Fireball is much stronger than Wall of Fire in the text, making the latter's traditional higher level perplexing. In any case, if they're already getting that kind of firepower, you might as well give them more spells to choose from so that you're not just seeing the same two big blasts over and over.

There's a lot of oddities around this kind of stuff that is traditionally ignored on the basis that "balance" is for corporate shills and losers or whatever, but I like to think of it more as refinement. It's nice for the system to make sense, and decisions made by the original creators are not always better than the ones we make with the benefit of retrospect. 

That isn't to say that I endorse the whig history narrative of D&D where each subsequent edition is "more evolved"; far from it. I am not saying that Monte Cook or Jeremy Whatever can improve on D&D, I'm saying can improve on D&D. My sin is hubris, not teleological historiography. 

In any case, were I to use these dragons, I'd also define the spells FireballCone of ColdAcid ArrowLightning Bolt, and Cloudkill as creating an instance of the dragon's breath.

Other Stuff 

Thanks to my childhood playing Runescape and the ubiquity of the dragonfire-resistant shield in that game (though in that case it was because you could get it for free from the Dragon Slayer quest giver and, unlike most shields available to low-level players, had no penalties to missile and magic combat), I tend to think the idea of such a specialty defense is pretty neat.   

Food for thought, and maybe the next post - Minecraft and Dwarf Fortress have proven that games where you fuck around with tunnel-type environments on a square grid are pretty fun. We tend to design dungeons on a square grid. What would a game with more abundant access to map-manipulation look like; it could be as simple as making Passwall and Wall of Stone lower-level spells than they presently are. Honestly, this whole spell levels thing is kind of stupid. I have been applying a similarly critical eye to the spellcasters available in your standard D&Doid thing, and am cooking. Watch this space, I guess. 

Saturday, August 1, 2026

Resurrection Magic (GLAVGVST)

 For my lovely Purple.

Having recently finally graduated in the humanities, I find myself experiencing a curious atavistic upswell of my old STEMbrained interests kicking in. Along with trying to figure out how to make Minecraft datapacks (despite the fact that I don't actually play much MC at all and never have—it's more of a hubris thing than anything else) I've been dusting off my old physics education a bit. You may have read my previous brief ramblings on the subject of just how sophisticated the modern basic sciences have gotten and how much wonder and terror can be mined from that. 

Dark Matter Sidebar

 

This was initially a sidebar in a larger post about Hexen arcanophysics and the current state of resurrection magic, but I realized it was far too in-depth to be a functional aside, so I've split it into its own thing. I've recently been having a bit of a STEMgirl renaissance, dusting off my old physics education and catching up on what's new in the inhumanities, and this is me making a post addressing one of my personal bugbears that has been poking at me for years now.

I've heard comparison from multiple people over the years between dark matter and the crystalline spheres hypothesis. A common sentiment I've heard from various people who I respect very much intellectually is that dark matter is probably just the physicists having the math wrong or thinking of the problem in a reasonable but fundamentally flawed way that won't be cracked until some big-brain lady makes the necessary correction. I guess I see the logic, a lot of intractable problems in physics before turned out to be resolved with a big paradigm shift (c.f. relativity, quantum mechanics, etc...). 

The problem with this line of thinking, in my opinion, is that physicists do not claim to know what dark matter is, or even that it exists. "Dark matter" means that we have this system of physics called General Relativity, and it's really good, and it solves nearly all large-scale phenomena we plug into it with stunning accuracy, and where it's wrong it can often (usually? I'm hedging my words here but 'usually' sounds about right) be made to agree with observations by inputting extra mass into our equations that cannot presently be observed with telescopes. This mass behaves like mass in most ways, including being found in different densities and quantities in different galaxies like you might expect physical stuff to be, but our telescopes can't see it. 

We mostly use light in various forms (including radio, infrared, x-rays, etc...) to look at outer space so the notion that there might be some actual physical stuff there that just does not interact with the electromagnetic force (and by extension photons) is pretty popular just by, like, Occam's Razor, but it's not a conclusive claim anyone is able to make. Particle theories of dark matter are popular because particle physics has been remarkably successful in the past century, and particle colliders have been a very successful, albeit expensive, type of experimental setup which opens the possibility that if dark matter really is some kind of particle we might just be able to make it at home and see what it does, and because GR's failure at the particle scale and the Standard Model's failure at the interstellar scale is an open question in physics that everyone wants to solve. But also, it's important to remember that the Standard Model is largely a theory of very very very small things and General Relativity is a theory of very very very big things, so the disagreements are more of a theoretical problem than a pragmatic one, since their areas of strength don't overlap very much. 

So what about the crystal spheres thing? What if the math is just wrong and everyone's barking up the wrong tree? Well, there's physicists who argue that too, and are currently working to try to "correct the math" and find some new formulation of gravity that will account for dark matter without needing to actually posit the existence of extra invisible stuff. The thing is that when someone just says "I bet the physicists are all wrong" on Discord they can just go on with their life, whereas when a physicist says that they have to actually prove it, and unfortunately it turns out that the idea of inventing a new math that explains all our previous results and the "dark matter" observations is very easy to just say aloud and very very difficult to do in a way that stands up to scrutiny. If someone makes a sweeping observation to their friends about the state of the hardest unsolved problems in the field right now they just have to sound right; if you are a physicist making that claim professionally, you actually have to be right

There are people working their hardest at that, and I wish them the best of luck, but unfortunately they have yet to succeed in a way that outperforms vanilla General Relativity w/ dark matter corrections—they can explain some stuff, but not all the stuff, and to be able to conclusively say you're right rather than just that your research is promising you need to be able to explain everything - or, at least, everything we can already explain with our existing theories. These guys are usually able to make equations to explain observations from like one or two galaxies, and don't get me wrong that's really cool, but nothing close to a working universal theory of gravitation that does away with dark matter has been invented. Maybe something will come up! Who knows! But the people in the field are by and large not chasing that as the most likely possibility, and it's not because of a failure of imagination. 

I'd bet my bottom dollar that like half of all working theorists have some wacky personal theory of dark matter that they only ever bring up when deep in their drinks and shooting the shit with friends about the big questions, but they also generally have the good sense not to stake their professional reputations on it unless they have a very good reason to believe it's anything other than a hunch. That's not just them being risk-averse and uncreative and refusing to look out the telescope like Galileo etc..., it's a very reasonable precaution against becoming the next cold fusion guys. People come up with zany ideas all the time, it's just that 90% of them get filtered out once you do the back-of-the-envelope calculations, and 90% of the survivors get filtered out once you realize there's no experimental setup that could possibly test it, and then 90% of those get filtered out when people realize that if they talk too much about it in public they run the risk of Twitter picking up some noncommittal statement about their research and running it into a boom-bust hype cycle with a huge media circus around some big breakthrough that predictably fails to produce any usable results because of a lack of applicable experiment or a failure to replicate. 

I probably won't go around posting this on blogrolls and will just keep it in the back pocket for if I ever get into this discussion with someone again. Hope you enjoyed my little science hour :) 

By ESA/Hubble & NASA; D. Carter (LJMU) Acknowledgement: Nick Rose - http://www.spacetelescope.org/images/potw1402a/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=30673266

 

Monday, July 20, 2026

HEXBOL

 What do the lumpen masses like? What silly gadgets and hypnotic amusements draw their attention away from the Great Works to be done? Where, you ask, is the mass moving?

In honor of the conclusion of the World Cup and the failure of football to come home for the fifteenth consecutive time, I give you:  

Football

This one is pretty much the same as the existing one, actually. Given the mass popularity of the existing game I can only assume that it was a matter of time before someone invented it on the Hex and it probably got about as popular. 

A brief digression on football: the game was not built for VAR, it is an abomination and it is the devil's work (when not used in moderation). The rules of the game were built by humans with eyeballs for other humans with eyeballs. When the rule says "you can't be offsides" the thing it is trying to prevent is a degenerate (in the math-y sense) strategy where you just park your best striker in the opponent's box and feed them long passes. If you were allowed to do this the scores would be really high I bet, football'd become a high-scoring game like basketball, which would be interesting but not really the thing we're going for usually. 

 What it is not particularly intended to prevent, though, is a guy's hand being outstretched past the line of the last defender. Like, be so for real right now, if you're reading this blog you're a game nerd and like to think about rules and what purpose they serve—do you genuinely think that there is enough "unfair" advantage garnered from a guy's hand being outstretched such that it is slightly closer to the opponent's goal than the furthest-back body-part of the last defender that it's worth revoking a goal over? 

The thing is when you have a human referee with human judgment then these kind of things aren't as relevant because these tiny little fractional differences are neither detectable nor really worth pursuing. It's like how cops almost always ignore you jaywalking even though it's technically illegal in most places, and we're all better off for it. By the way, "jaywalking" was a psyop by the millionaire robber baron automobile clubs who were responsible for the conquest and depopulation of the streets to make way for the automotive. Rules designed for the eye actually break down when enforced with machine precision. I guess this is broadly the same thing that prevents CRPGs from achieving what TTRPGs do.

Anyways, on the Hex it's played in 12-person teams, internationally gender-desegregated (though adoption of that particular reform has been patchy at the club level), and in addition to yellow and red cards there are also green, blue, black, white, and the dreaded infrared card, only issued for the most heinous of infractions and enough to warrant you a lifetime ban in all but the seediest leagues.

It's often colloquially called the hideous game. This isn't because people find it aesthetically unpleasant or anything, it's just that at the time it got really big "hideous" was a really big youth culture slang term, like how we call things "sick" or "ill" or say we have "landed a baddie," etc..., and it stuck. Oops! 

I can't find my tablet pen so picture a guy kicking an orb or smth

Wednesday, June 24, 2026

A Few Stories (Snowblind & Hungry; Speculative Mythology)

 

These stories are told across the face of dead Earth. They are speculative or original mythology based heavily on PIE, Semitic, and to a lesser degree Mesoamerican ('lesser' for relative lack of comprehensive knowledge, not interest) motifs for a setting/game I tentatively have titled Snowblind & Hungry, a post-apocalyptic fantastical bronze-age-collapse milieu that I began writing a couple of years ago.

You live in an unsettled time - a time of the First Winter - a time for the snowblind and the hungry.

 

All art by me. Beyond this point lies copious artistic nudity - be warned!

 



On Divine Nomenclature: In every mortal tongue the personal names of the oldest deities are synonymous with the works and deeds which they gave name to—thus we are given Earth Father, Sky Mother, Ocean, Shaper, Thunder Princess, Sun Princess, etc…

In common parlance, these are called gods. Deities with lesser attainments are called demigods, and have ordinary personal names.

 

An Account of Early Times 

In the beginning there were the primordial waters, which were without light, heat, or solid matter. In this time Earth Father and Sky Mother dwelt far above, and saw nothing of value in the abyss. For uncounted eons they lived with only one another for company and contended with things that are forgotten by history.

In time, Sky Mother learned to birth others like her, and her get swelled the ranks of the gods, some conceived with the aid of Earth and others born of her own seed. Earth Father made from his fingernails and toenails the metals, solid things which lacked the changeability of water, and so houses and tools came to be and the districts of Heaven were first built.

The younger gods became curious about the abyss their parents had scorned, and began to swim in the upper waters. One day Thunder Princess, the loudest and boldest of Sky’s daughters and greatest wrestler in the Universe, was embroiled in an argument with her siblings; to prove her superiority she climbed to the highest point in Heaven and dove into the waters, sinking deeper than any had before. She found in the deepest abyss a thing which assailed her eyes and caused her to squint and tremble, a thing which she had never seen—light. She chased the light through the depths, having all sorts of folkloric adventures, and eventually managed to pin it between her thighs and drag it up from the waters. This was how fire was discovered.

 




At first all the gods marveled at the flame Thunder Princess had discovered, and joyously basked together in its warmth and illumination. Eventually, Earth Father and Sky Mother began to squabble over its stewardship—since Thunder Princess was their shared daughter, they each believed they had a filial right to watch over it. Their children despaired to see them fight, and for a time the two elders consented to share fire, trading it back and forth equally. 

Soon this pact dissolved, and the deities battled. Sky castrated Earth and threw him down from Heaven, and where his body landed in the primordial waters it became the land, and his innards formed the Underworld, the realm of Death. His genitals fell into the waters and from the foam and the mingled fluids of life and death came the goddess Ocean, who sired the serpents of the sea.

 



 

Thereafter, Sky sat in judgment over the courts of the Gods. Those of her children who had sided with Earth were exiled to live in his belly, where they became the gods of the Underworld. Of Earth’s sons, all the metals save Iron clove to him, and were cast down to rot with him. Bronze, the captain of the rebellious metals, was divided into Copper and Tin as punishment for his leading role. Iron was rewarded with special privileges, and in time came to furnish the stars.

 



Thunder Princess continued to be fascinated by the fire she discovered. She sought the aid of her full sibling Shaper, who had inherited more of her father’s nature than most, and was the most skilled in Heaven at the creation of beautiful things.

With her sister’s help she wrought fire into the three grades of lightning and presented it to her mother as a coronation gift. Sky Mother was so pleased that she granted Thunder the right to wield the first two grades of lightning at her leisure, whereas the other gods were permitted to use only the lowest grade without permission; she kept the highest grade of lightning for herself.

One day Shaper descended to the Earth to give offerings to her father’s corpse and noticed that some of his body had been softened by the waters and turned to soft clay. She learned that this clay could be shaped like metal, yet kept some of the fluidity of water. She began to create new forms.


During this time Sky Mother came to regard the fires of Heaven as insufficient. She desired to create a light that would illuminate the entire Universe, so all could behold the majesty of her queendom. She tasked Shaper to build a throne and altar that would display her spoils and proclaim her glory to the world. The great work of building the Disc of the Sun began.

As Shaper labored she began to grow despondent. Whenever she could escape her duties she furtively returned to sculpt the clay, but she despaired of Sky Mother finding her out, for she knew that her mother would forbid her from wasting her efforts on such a worthless diversion, and she knew that once the Sun was completed the Earth would be lit up and she would no longer be able to return in secret. Still, she continued.

One day Thunder Princess discovered Shaper sneaking out of Heaven, and since the two sisters loved each other best of all the gods she decided to aid her. Thereafter, when Shaper wished to sculpt, Thunder Princess would go forth to give battle to Ocean and her sea-monsters, causing such a clamor with her bellowing voice and her booming lightning that all the Universe couldn’t help but stop and observe, and while Sky weas distracted Shaper could descend to the dark Earth and do her work freely. And so it is that the upper surface of the Earth was entirely covered in beautiful forms.

 



The night before the Disc of the Sun was to be lit, Shaper returned one last time and sculpted a figure in her own image. As she turned to leave she was struck by the loneliness of the sculpture, and created a second figure in the image of her favorite sibling, Thunder Princess. Upon her return to the Heavens, she was struck by inspiration and realized a way to keep her creations safe from her mother. She appealed to Thunder Princess, who was apprehensive but agreed to help,so long as her role in the scheme was kept hidden. Thunder Princess went forth to treat with Ocean on Shaper’s behalf; she informed Ocean of the impending lighting of the Sun’s Disc. As Ocean raged at Sky Mother’s arrogance, Thunder suggested to her a trick: if she were to take some clouds and fill them with water, they would become heavy and dark and block Sun’s light. Ocean was convinced, and set to work filling the Middle Air with rainclouds. 

The next day, when Sky Mother fire to her Disc for the first time, she was furious to discover a solid wall of black clouds that barred half of the Universe from witnessing it. Shaper suggested that she use her mighty Breath of Life to blow the clouds away; Sky Mother did so. As the Breath of Life blew over the Earth, all the sculptures that Shaper had devised became imbued with motion; immediately thereafter, the Sunlight shone through the parted clouds and began to bake and fire the clay, fixing the forms. This is how mortals came to be.

When Sky Mother saw the surface of the Earth writhing with living things her fury redoubled. She began to hurl lightning, and commanded all her children to do so as well, and so the Earth shook with their wrath, but because the animals had been filled with the Breath of Life they were able to move to seek shelter and so the gods were unable to cull them all. Then Sky Mother saw the animals which resembled her daughters and realized that she had been fooled. She called Shaper and Thunder Princess before her and demanded an explanation. Shaper resolved to shoulder her mother’s scorn, and so claimed sole responsibility for the deed. 

Sky Mother decreed that Shaper was to be executed and cast down from Heaven to lie beside her father, but was moved at the last minute to mercy when she beheld the blazing palace that Shaper had built for her. Instead, Sky Mother had Thunder Princess cut Shaper’s hands from her wrists and exiled her to the Underworld, where she was given a hero’s welcome and hailed as Queen. It is said that the decision to make Thunder Princess the instrument of Shaper’s punishment taught both siblings anger, and was the cause of things to come.

 


The first humans, made in the image of Shaper and Thunder Princess, were called Manu and Yemua. It is said by some that they were Man and Woman in whole, by others that they were only alike to Man and Woman in the function of their genitals, and yet others will say that both possessed the duality of Sky’s form.

They made fruitful and multiplied, and in time came to be found in all parts of the Earth.

An Account of Later Times


In the beginning fire belonged to the gods. The trickster Laughing-Dog taunted impetuous Thunder Princess, daughter of Sky Mother, until she smote them with a purloined thunderbolt and lit the first wildfire. So it was that fire became no longer the sole province of the heavens. Thereafter she was exiled from the upper air and became vengeful Storm, raging across the land and attempting fruitlessly to extinguish that which she loosed upon the Earth.

In later times the first witch En tamed wildfire to make campfire in the same way that men subsequently turned wolves into dogs. Fire was bred into new forms—bonfires, cookfires, temple-fires, forge-fires. The trick of burning offerings was discovered, and used to propitiate Storm until she gentled and became grudgingly fond of mankind. Copper and Tin were dug up in this time, and subdued into the form of tools with the aid of fire.

A wizard called Tubalcain sat in his forge and heard a song of lamentation as he beat copper into spearheads. He found its counterpart in the sounds of tin, and realized the two yearned to be brought together. With the help of fire he facilitated the marriage of copper and tin to begin the Age of Bronze. He brought into mortal hands swords, armor, and kingship.

 


In more recent days the Lich-Queen Amaranth began to covet Iron, which was reserved by the gods for their own use. She assembled a cabal of sorcerers and worked a subtle magic to subvert and command the celestial fires that mantled the stars. She dragged iron from the sky, laying waste to the greatest kingdoms of the Bronze Age and beginning the Age of Iron.

  


Apocrypha


Some people say that when Thunder Princess dove into the primordial waters and saw the light in the deep, it was not a flame that she wrestled but a deity, flaming and glorious. Some people say that she laid with Fire down there in the water, and returned to the surface with a dancing lock of his hair as a token and a flaming seed in her belly. Some people say that the hair was given to her mother and her father but the seed she kept for herself, and that it grew into a radiant child, and that eventually she called Shaper to midwife the birth and the horned serpent Lightning came forth from her loins.

 



Those same people say that she repeated that feat with the deity Ocean, in the time before the Sun was first lit, and that the child of this coupling was the feathered serpent Rain.

The rain-fed rivers are Rain returning to their mother. The artesian rivers are the veins carrying the blue blood of Dead Earth. The shared heredity of Lightning and Rain is why they often travel together, and why rivers and lightning take the same shape

There are also, I presume, versions in which Lightning is envisioned as the child of Thunder Princess and Shaper, born of a furtive assignation in which the two lovers coupled hidden within a hearth in order to avoid the attentions of their jealous divine spouses. The version in which everything is Thunder Princess’s child is generally told by cultures that understand her as a fertility goddess, and the rain as life-bringing. The Earth People have their own fertility-god, Oasis.

On the Underworld


The cavities and abscesses of Dead Earth’s body were the great caves, and these became the countries of the murdered and exiled. Earth’s belly became the kingdom called Xibalba, and this is where Queen Architect reigns from. His intestines became the Labyrinth (or perhaps the great eyeless worm called Labyrinth).

 


 

Some people say that Shaper Mother, being the maker of us all, lays claim to our bodies and souls. Some people say that she laid with Titan, avatar of Lead, to make the race of Giants and put them to building a giant set of bellows from her father's lungs, and with the pumping of the great bellows all the dying breaths of mankind are sucked into the world below to be reunited with their bodies. Some people repeat the same story, but say that she laid with a mortal hero—one who dressed so beautifully and walked so gracefully that she mistook them for a spirit—and that from this act of accidental incest were born the vile Nephilim, who she set to back-breaking labor out of shame.

Some people say that Queen Architect lives in a pale-shining palace of kingfisher jade, and that a moat of black mud surrounds it from the outlying districts of the City Down Below. Only a soul as light as a feather can cross the mud to feast with her; those who cannot will find themselves sinking down, down, forever-on-down until they emerge from a cyst in Dead Earth's back into the deep lightless abzu below. 

Some people say that, having gained animation via Sky Mother's breath of life, she lays claim to our souls after death, that our breath rises all the way up to her. 

Some people say that Storm, having grown fond of the boldest of us, intervenes to spirit away the brave to her cloud-pavilion in the middle air.

Creation of Demons


Many stories tell that when Shaper first came to live in the belly of the Earth she attempted to craft new living things to keep her company, and this is where demons and monsters come from. Some people say that these creatures were ugly, malformed, and hateful because, lacking the use of her hands, she had to make them with her feet; some people say that she dictated her instructions to another, whose skill was insufficient to make the beautiful and noble forms she had in mind; some people say she was simply in a bad mood. Notable products of this phase in her creative career include Flayed Ape, Great Big Olm, and Aspen Tree (of which there is only one in the world, with a great many shoots). 

One version of this story: Shaper was such a skilful artisan that, even with her feet, her sculpting was immaculate. But every night, when she went to sleep, the Moon (who is also called Lunatic) came to her in her dreams and filled her up to the brim with phlegm. 

Digression: phlegm is the missing humor, seemingly absent from Earth’s corpse. It belongs to Moon, who only shows up in dreams—there is a reason why particularly deep dreamers tend to drool. 

She began to walk in her sleep, and every night she would sabotage her day’s work, making it ugly and evil. Eventually she became so disheartened by this that she began to swaddle her feed in strips of thick cloth, so that she would not feel tempted towards the act of creation. 

Others attribute this act of creation to a shedu called Thousand Demon Mother, who is sometimes identified with En, the first witch. Here is a story that is often told about her: when she went down to Xibalba after her death, she found herself a mendicant in the outer districts of the City-Down-Below. Frustrated, she banked the cookfires of the shedim with a word, and denied them their cooked food and mulled shedeh, and refused to speak the fires back to life until the shedim agreed to give over one quarter of their provisions to the dead people of the outer districts. This is how the sacrifice of one quarter of a cooked animal came to be known as the “dead man’s share,” and how it became the rightful sacrifice to one’s ancestors.

Thousand Demon Mother is known to have five awful daughters, the most wicked of her creations: Lady Famine, assigned to torment peasants; Lady Fear, assigned to torment foreigners; Lady Blindness, assigned to torment artisans; Lady Weakness, assigned to torment warriors; Lady Madness, assigned to torment kings.  

A common synthesis is to believe that Shaper made the fleshly demons that walk, crawl, and slither, whereas Thousand Demon Mother made the intangible spirits that drift and fly. A third deity, the Great Satan, child of Sky, is sometimes also said to have made the invisible spirits—in this case, the division is further made between the children of Great Satan, who made the heavenly demons out of wind and smokeless flame, and the children of Thousand Demon Mother, who made the chthonic demons out of miasmas and smoke.

On the Men of Uruk

Tubalcain married Tin and Copper into Bronze, and turned that gift to bloody ends. He made the first sword and cut apart society at knifepoint, inventing class stratification.

The Four Evil Deeds


This is a story told about Tubalcain: that he had four friends who he loved, and no one else.

The first was called Conquest, and he came to Tubalcain one day and said “the people of Uruk spring to your commands like well-broken dogs. It should be like this everywhere.” Tubalcain agreed, and he toured the young cities and brandished his sword and everywhere he went the people were made to kneel and lay flowers at his feet. But when he left they went back to their old ways and composed bawdy poems about him and drew caricatures of him with white clay and ocher.

The second was called War, and, seeing this, she came to Tubalcain one day and said “we should break the bodies of the lesser men, so they know that we are the best.” Tubalcain agreed, and so he raised up all the men of Uruk, and armed them with Bronze, and he fought the first war, and churned the fields to bloody mud, and all the men of Uruk were stained forever. But after a time the sons of those he had killed in the first war grew restless and threw his men out, and they met on the martial plain, and again the fields were watered, and again his men emerged from the charnel pits, and though this happened many times his subjects would not cease their clamorings.


The third was called Famine, and she came to Tubalcain one day and said “the people fight you because they enjoy the fruits of the earth and are hearty. We should take away their food, and then they will be too tired to resist.” Tubalcain agreed, and so he had his men round up all the corn, and he locked it all away in great towers, and put bronze-shod guards at the doors. But after a time the people remembered the old ways of living, and filled their bellies with the spear, the net, and the foraging knife, and though it was a meager life compared to the plenty of the fields it was better than the bargain Tubalcain offered.



The fourth was called Death, and he came to Tubalcain one day and said “you should kill everyone.” Tubalcain agreed, and gathered up the headmen of the cities that paid him tribute, and made them all draw lots, and sent his men to the city of the lord who drew the shortest straw and put every last resident to the sword. After this, the people no longer made any clamor at all.


The mixed-up parts of the people he had buried under a great tumulus made of the broken-up pieces of their own city, and the name of that place became the Ghostmound. It is known as a place of evil miasmas, and all those who live upon the tell suffer terrible dreams every night, which makes it attractive to artists and doomsayers.


After this, Tubalcain drew together his four captains and handed them each a sword of Bronze, and said “I will make you my horse-men.” He changed the language so that the names of his captains were remembered forever as synonymous with their deeds, and the arrogance of this so angered the gods that his people suffered great misfortune forevermore.

The Four Horse-Men



This is the story of how he made the four horse-men: for each of his captains, Tubalcain gathered up a thousand horses. He slaughtered them, and milled up their bodies, and for each of his captains he gathered up a hundred horses and fed them the remains. Then he took those hundreds, and slaughtered them, and milled up their bodies, and for each of his captains he gathered up ten horses and fed them the remains. Then he took those tens, and slaughtered them, and milled up their bodies, and for each of his captains he found a single mighty stallion—for Conquest, a white horse; War, a red horse; Famine, a black horse; Death, a ‘pale’ horse— and fed them the remains. Then he severed the heads from the stallions, hollowed them out and breathed his pride and malice into them, and made war-masks of them.


Did they do anything? Well, they were apparently pretty scary to look at.

Doing Classic Monsters Good: Medusa

Medusas HD : 2* AC : 12 Movement : Pedestrian Attacks : Seething mass of snakes on her head can lash out and strike within arm's reach, ...