A god of fire and void, meteor king of conquest, plumiting downwards to its next victim (bonus points if its a blue like a commet)
Fasinating stuff my friend, my latest translation of old imperial accounts reveal a previously unknown confession from the rogue general Paldermot. As you well know, current historical narratives have the general sacking the capital city in a failed attempt to seize power from the Tribunes, but if this text is to be believed the Tribunes captured Paldermot and dispersed his rebel legion before he ever entered the city. It goes on to say, in a transcription of Paldermot's own words that he had "Followed a star" to the "seat of a new imperium", and claimed that the star had promised great allies to aid him in his conquest. The text is unquestionably authentic , but it throws our entire understanding of events into question; If Paldermot was captured in the midst of his rebellion, who or what destroyed the capital and turned the surrounding countryside into a crater?
Setup: Hurdling across the void of the astral sea, the meteoric god Mnyull brings ruin wherever he goes, the embodiment of unrelenting invasion at the hands of an inexorable foe. Unlike other gods which present themselves in abstract forms felt across the multiverse Mnyull prefers to exist as an incarnated singular being, a towering construct built around the mummified yet undying body of his current mortal avatar.
This living reliquary leads an army of crusading zealots scattered throughout the multiverse known as the starry horde, followers and adherents of its former vessels who believe that by serving the Revelation Tyrant, they continue the legacy of their particular heaven-chosen liege. It is important to note then that Mnyull and his followers do not adhere to any one ideology as they hold the act of conquest itself sacred, whatever form that conquest takes. Like a shooting star the tyrant god is constantly on the move, dragging his followers into one conflict after another before retiring to a palatial demiplane of rock and ice for decades or centuries at a time to rule those realms where his cult has taken hold.
It is for this reason that some theologians have considered classifying Mnyull as an outergod, those divine beings considered actively hostile to the stability of realities they interact with. Debate rages in those lofty circles however as the hostility the Revelation Tyrant represents usually takes the form of “ Invade them with an alien army before or after hitting their world with a big rock or series of big rocks”. While the scholar dither, Mnyull bides his time, growing ever closer to some innocent world that has no idea of the disaster that is about to strike it.
Hooks:
The Party’s homeland is struck by the invasion force of a kingdom that fell to Mnyull’s influence generations ago. While more traditional warfare occupies the early adventures of the campaign, they begin to uncover hints of lore about their enemy’s newly arisen (and apparently immortal) theocratic leader along with the strange monument she’s building. Just as it seems they might have an upper hand against the invaders, their enemies deploy new and terrifying weapons and otherworldy allies, sourced from the portal they’ve just finished building.
Sometimes Mnyull decides to feed his urge for conquest by invading a random plane, riding a chunk of astral rock through its firmament and establishing a kingdom wherever he lands. The Revelation Tyrant is not a creature of foresight however, and on his most recent outing ended up impacting into one of that plane’s moons. Refusing to give up he’s carved out a realm among the strange creatures that live among the palid rocks of that blasted planetoid, and now sets his sites upon the verdant world below.
While enjoying a trip to the local archives and observatory, the party are interrupted by agents of the starry horde, looking to plunder the vaults looking for information regarding great weapons created to break worlds known only as “The Anvils”. Predating even the Revelation Tyrant’s earliest memory, Mnyull once used his divine will to steer these ancient tools towards ever more destructive ends, until a coalition of forgotten heroes toppled him from his throne for fear he would turn the weapons upon them.
Background: None can say where Mnyull first emerged, but planear scholars have charted the tyrant god’s course across world after world and have noticed a self perpetuating cycle: Some would be warlord sees a silvery star or comet and it awakens in them a desire for conquest, though more often than not they would have began life as someone who already exerted authority over others. Strange powers and allies allow these conquerors to amass a fanatical following and become a true threat to the powers of that age, leading to a climatic confrontation where they are either killed, or rise to claim a throne and immortality. A harsh and “glorious” reign begins, and the ruler demands the construction of great monuments which will serve as portals in Mnyull’s next conquest. Should the Revelation Tyrant lack a body at the moment, one of these ascendant rulers becomes his next vessel, feverishly instructing their underlings how thier body is to be mutilated and interred in preparation for their apotheosis. When the reliquary is built around them, Mnyull’s silver-blue light strikes them full force, their soul igniting to serve as the perpetual fuel for the tyrant god’s engine.
Titles: The Tyrant’s Star, All-conquering Meteor King, Khan of the Starry Horde, Imperitor-Celestium. Along with any other titles inherited from his innumerable vessels.
Signs: A silver-blue comet or star blazing in the sky, Meteor Showers that produce snowfall without clouds, Ecstatic Visions of victory and conquest, weaponry shining silver
Symbols: The arc of a Comet above a Crown, Chariot, or Other sign of Lordship.
Followers: Warmongers of all kinds, be they authoritarians or Rebels. Mnyull has also accumulated followers across the astral sea, so numerous entities which range the cosmos looking for battle are drawn into his service voluntarily or by indoctrination.
Art
It’s been a while since I’ve posted video stuff here but later today is my Oceanus Dragon video so check out my channel if you’d like to see that.
Channel: https://www.youtube.com/channel/UCPcFsxfrenLv_Nx0oxSmBhA
did you know that show, not tell applies to dialogue, too? while dialogue can be used to further your narrative, it can also be used to showcase your characters. here's how:
-what is your character hiding? most people don't say things at face value. they hide what they mean within their words and tone, but in writing, you can't verbally hear the character's tone. ways to convey non-verbal tone include: contradictions between words and actions, context behind the words (ie. the scenario, character's actions and feelings), syntax (ie. fragments, repetition, awkward phrasing). also consider who the character is hiding information from: is it the reader? the characters? both?
-favorite words or phrases. does your character use a certain phrase or word a lot? do they often put their prepositions at the beginning or the end of the sentence? these are questions to ask when you're arranging the syntax of the dialogue. everyone has a specific way of talking. make sure you give each character a distinguishable voice.
-personality. this is how you can create a distinguishable voice. is your character confident? are they shy or hesitant? do they repeat the phases of others because they have nothing to add to the conversation? are they confrontational or do they beat around the bush? ask questions like these. if your character is confident, they may make bold statements and appear sure of themselves unlike shy characters who use words such as "maybe" or "should" or "think." to boil it down, think active wordage versus passive.
-observe others. don't look solely at television or other books. sit at your local coffee shop and listen in on conversations, then try and break it down. are they hiding anything? do they frequently use any words or phrases? how would you describe their personality? the better you get at breaking down conversations, the better you can create convincing ones, whether shallow, deep, or as a narrative device, because even if you use your dialogue to move your narrative along, it should still be compulsively convincing.
one way to tell if you've ticked all these boxes is if you can tell who is speaking without any tags.
happy writing! if you have any questions about how to implement any of these tips, our ask box is always open.
The release of Werewolf: the Apocalypse 5th Edition has evoked a sense of urgent inspiration in me. I found the news inspiring because it marks the launch of a new product that rings so close to the original game in which its new premises instantly evoke a lost-world setting perfect for new players to uncover through revelation. And with it, a sense of urgency that a large chunk of the game’s horror pathos and cultural representation will be lost in lieu of chronicles centered around direct action, high entertainment, and transactional resolution.
First and foremost, I applaud the efforts of anyone wanting to excise Werewolf: the Apocalypse, and it’s fandom, of it’s toxic player base that has festered far too long. Anyone taking that on isn’t blind to something that is both wonderful and incredibly problematic, and it requires a collaborative effort to address meaningfully. It means being willing to internalize hard and profoundly uncomfortable truths.
When I look at the prior editions, I consider its inherent value and feel that the things that made the original editions of Werewolf so special to me don’t entirely align with a large portion of it’s old player base. This is not for those players. In some ways my aim with this is small, with the understanding my target audience is also small, and this space exists for them.
Werewolf: the Essentials is a project culminating my 25 years of entertaining and horrifying players. This is a carefully curated gaming experience tailored to Queer tabletop audiences primarily, although I am confident it will resonate with many others as well. This started as something I was working on alone but quickly has grown to include a pack of other avid Players and Storytellers who have felt left behind by the current direction of the gameline. I am laying out every little trick, twist, and ounce of Storytelling experience I have acquired over the years. In many ways, this is the quintessence of my inclusive World of Darkness, and a passion project that I hope those who read this may too come to appreciate.
In the first and second editions of the various splats published across the World of Darkness, the Storytellers Handbook gave Storytellers the raw narrative tools to convey the world to their troupe of players. As time has progressed, the sourcebooks to follow have greatly expanded to include Garou society, their relationship to Gaia, and to each other. As the editions expanded what they made available to Storytellers and Players, some of the original content of earlier editions was left out. By the time the 20th Anniversary Edition was being written, many of the edits were made to cut back a bit on the roughage and “get to the meat and potatoes” of mechanics crunch. In that way, the edits were a complete success, but something important was lost.
The earlier ST guides laid out explicitly that the World of Darkness is first and foremost a horror game. Essays within their pages provide advice on using textural descriptions and different modes of storytelling to lure in players and make the hairs on the backs of their necks stand on end. These remarkable essays are now lost to those who don’t possess the older editions. They serve as a toolset that could be applied across any RPG, and not just Werewolf alone.
W20 fell short of delivering a fully serviceable RPG to it’s Storytellers, however well-intentioned. It had all of the main bones of the setting and stats but no guidance on how to turn it into a game for one’s players. Taking it a step further, some of the writing in this new edition only managed to alienate modern audiences.
The use of in-character narration to express setting information in prior editions seems an attempt to convey the horror and pathos of the world that would be difficult to get across in stats alone. The information contained in that first-person text is among the most important parts of the setting, but it often fails to convey the true horror of the world of Garou. In many ways the World of Darkness was intended by those who created it to be a place of genuine terror and horror, and not merely “savagery” for its own sake. Horror is a very complex basal guttural emotion that sits in the ganglia, ready to tug the emergency brakes on your body in the presence of what it believes to be a tangible threat. There are many complex higher emotions, but when it comes to the lizard brain, it takes considerable effort to trick it into getting spooked. Invoking a sense of horror in a horror chronicle is a complex enough endeavor that, by and large, these efforts fell short of delivering that experience.
Werewolf: the Essentials is to serve as a masterclass in using those old tools to introduce new players not just to Werewolf and the World of Darkness on the whole. It gives these important storytelling tools to new and future storytellers in any game, that they might continue genuinely terrifying their players for many more years to come. The passages found in this series can add narrative value to not just Werewolf, or even Vampire and other World of Darkness tables, but also horror writing on the whole. Furthermore, this project aims to streamline the availability of that information and provide guidelines for Storytellers wishing to conduct research using the labyrinthian older editions.
Every sourcebook in this series will grow with your tables, providing increasingly more powerful stats, guidelines for making more powerful NPCs and PCs, and serve as a continuation of the legacy games’ metaplot. Some elements you’ll be reading will, for older players, be surprising at times. Some historical events are shifted further in the past, and others eliminated entirely. This project aims to make the presentation of the game a little more timeless, so it’ll hold relevance to tables now, as much as it will 20 or 40 years from now. The World of Darkness is now something far too large for any one person to fully comprehend while providing enough tools for one to explore deep lore that holds the most relevance to their tables.
Werewolf: the Apocalypse has a long history of problematic and exclusionary elements, both in it’s fandom and, sadly, often in it’s published work. Despite this, I see more value in this game than the literature would have you believe at face value. This project is an attempt to increase the inclusivity in this game I love while also helping introduce new players and Storytellers to this world. This is a glimpse of something absolutely beautiful, horrifying, and unique, contributed to by a group of equally passionate artists and writers. Even if the best time to plant a tree was ten years ago, the next best time is today. If you can listen critically, and take the lessons between these pages, then maybe you too can come to find the Glory, Honor, and Wisdom within the depths of our darkest fears.
Book 1: Cliath launches October 31st, 2024 on Storyteller's Vault
Trans clue memory unlocked:
My whole 7th grade had to learn how to Swing dance. We all had opposite gendered partners to dance with, and kept the same partner as each Gym Class went by. The girls got these sweet coloured poodle print skirts to wear during the dance routines. I was jealous of them. I loved the poodle skirts. I didn't understand why I enjoyed them so much because wearing them was for girls, so they weren't for me. Clearly.
I'm posting a group project I did for film school. Idk man
In the past I have made master list posts whenever I added a large brew to my portfolio… but that got to be a huge hassle. People would reblog it, and then things wouldn’t get updated evenly.
So, after some work, I’ve made a spreadsheet. This sheet will have a static link that I can update on the sheet side so that when something new gets added the link will be the same and people can find it relatively easily. I’ll still post things here when I complete them, but it’s nice to have a little treasure trove of just my things.
HERE IS THE LINK TO ALL MY BREWS
And I’m talkin’ classes, sub-classes, spells, items, creatures, books, and everything else too. Just click the link above.
An added bonus is that I (and I guess you, if you trust me flat out to balance things well for your games) can just pin this link to a discord channel and my players can reference it super easy if they are using any of my homebrew content.
I bought my first 2 bras today 😎😎 all by myself!!!! Ive only tried one on so far but I like it so much!!! I'm sure this enjoyment will end at some point. All my femme friends say they haven't worn bras like their entire adult lives. So I'm sure they won't spark joy forever. But for now they do!
Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith’s spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook