15 June 2026

The Orb of Wishing

This might be one of the most fun magic items I have ever given to my players:

A larger crystal orb (1 Slot) that glows with strong inner light.
When you first touch the orb, you are flooded by strange visions that paralyse you until you succeed on a Will save. Once you pass, you gain control of the orb and may channel a sliver of its power - you have three wishes. It is not possible to wish alternatingly; once somebody else gains control of the orb, you lose any of your remaining wishes and may never again control the orb.
Zuran Orb from MtG
 
So far, the players have wished to:
  1. Destroy the orb's guardian, averting a looming TPK.
  2. Cure 50 years of unnatural ageing.
  3. Regrow both hands of one unlucky companion.
  4. Be cured of all ills. (Said character was severely injured and double-cursed.)
  5. Become rich. (Wish pending completion, wait for the next session.)
  6. Be young forever.
  7. Grant human speech to their dog companion.
  8. Resurrect a long-dead scientist for his lost knowledge.
  9. Cure a fatal anaphylactic shock. (On the same character who had previously lost both of his hands...)

These wishes are in no way a monkey's paw. They follow the spirit of the request and sometimes even go a bit further, when the wording of the wish would needlessly weaken its beneficial effect. And yet my players are already paranoid, carefully planning on what to do with their effectively unlimited wishes. But are they truly unlimited? Who can they trust with the power of the orb, once everyone in the party has had their wishes granted? How can they compel anybody to wish for them? What if a word gets out? The schemes are piling up and up and up.

I must thank Skerples and Archon for the idea of giving the players a campaign-wrecking item early on and letting them loose. It is working gloriously.

21 May 2026

Mythic Weapons

I love the idea of specialist weapons and how this is used in Mythic Bastionland. Here are d100 such weapons.
 
by Wayne Reynolds
 
This weapon is...
...and deals +d10 damage...
  1. in a duel
  2. in a battle formation
  3. in a cramped space
  4. in a wide-open space
  5. in the first round of combat
  6. in defence of (d4) innocents/the ruling class/secrets and lies/your home
  7. in pursuit of (d4) knowledge/forgiveness/renown/revenge
  8. in untamed wilderness
  9. in water
  10. in pitch darkness
  11. at night
  12. while in (d4) sun/moon/twi/candlelight
  13. while at full hp
  14. while at 0 hp
  15. while bleeding or injured
  16. while leaping or falling
  17. while above your foe
  18. while below your foe
  19. while the foe is in their home
  20. while the foe has attacked you first
  21. while lavishly clad
  22. while near-naked
  23. while masked
  24. while mounted
  25. while music is playing
  26. while singing
  27. while praying, loudly
  28. while leading a charge
  29. while mocking your foe
  30. while already dead
  31. while possessed
  32. while (d4) hungry/filthy/drunk/blinded
  33. when outnumbered
  34. when also using a shield
  35. vs people with a shield
  36. vs people with no shield
  37. vs people with no helmet
  38. vs people wielding a one-handed weapon
  39. vs people wielding a two-handed weapon
  40. vs people wielding no weapon
  41. vs mounts
  42. vs mounted
  43. vs armoured
  44. vs unarmoured
  45. vs known liars
  46. vs known debtors
  47. vs oath-brakers
  48. vs law-breakers
  49. vs law-enforcers
  50. vs warriors by trade
  51. vs magic-users
  52. vs sword-wielders
  53. vs virgins
  54. vs nobles (+2d10 vs royalty)
  55. vs women and children
  56. vs friends and family
  57. vs wild animals
  58. vs animal people and talking animals
  59. vs humans (50% chance of only a specific ethnic)
  60. vs demi-humans (50% chance of only a specific ethnic)
  61. vs greenskins (50% chance of only a specific ethnic)
  62. vs elves and plants
  63. vs dwarves and fungi
  64. vs creatures smaller than you are
  65. vs creatures larger than you are
  66. vs creatures of magic
  67. vs creatures of darkness
  68. vs the Dark Ones
  69. vs celestial spirits
  70. vs terrestrial spirits
  71. vs chthonic spirits
  72. vs infernal spirits
  73. vs undead
  74. vs dragons
  75. vs constructs
  76. vs man-made monstrosities
  77. vs extradimensional horrors
  78. vs unseen foes
  79. vs prone foes
  80. vs poisoned foes
  81. vs disarmed foes
  82. vs fleeing foes
  83. vs superior foes
  84. vs uninjured foes
  85. vs bleeding or injured foes
  86. vs the sick and the deformed
  87. vs flying creatures
  88. vs aquatic creatures
  89. vs summoned creatures
  90. vs scaled creatures
  91. vs horned or antlered creatures
  92. vs shelled or boney creatures
  93. vs poisonous or venomous creatures
  94. vs many-limbed creatures
  95. vs a foe you have already battled before
  96. vs a foe that has wronged you
  97. vs one specific nemesis from your backstory
  98. vs those whose full name you know
  99. vs those you have broken bread with
  100. vs your employer

7 May 2026

Handkerchief of Holding

As my current campaign is nearing its end, I would like to share the contents of the party's "hankie of holding", their portable hole, after seventy-something sessions. As a bonus, it is nearly a d100 table.
 
I love Munchkin.

  1. A bronze prosthetic arm. Once grafted, the hand can be shot out on a chain (30 ft) and controlled even when extended.
  2. A golden coin with a lightning-like emblem
  3. Silver coins with a runic cobra emblem, 4
  4. Half of a treasure map
  5. Hand mirror and comb, both embellished with dragon motives
  6. Chess table, heavily scratched
  7. Chess pieces, magical, missing a white pawn
  8. Bottles of aged wine, 10
  9. Lots of dirty books, to be sorted
  10. A book titled "A Practical Guide to the World of Little Fairies: All Fey from the Thumb-Sized Sprites to the Exceptionally Large Toddler-Like Gnomes", in Elvish
  11. A book titled "Balalán: The Myth, the Legend", badly translated into Hinnish
  12. A book titled "Ley Lines 201", in High Imperial
  13. A book titled "Being a God", in Dark Speech
  14. A book titled "Getting Started with the Undead", in Dark Speech
  15. A book titled "Conversations on Primordial Magic", in Dark Speech
  16. A book titled "Magical Batteries in Theory and in Practice", in Dark Speech
  17. A book titled "Biomancy and Biokinetics: An Exposé", in Dark Speech
  18. A book titled "Of Beateous Peoples and their Mist-Shrouded Isles", in Elvish
  19. A book titled "A Dragon Tale A Day", in Draconic
  20. A lexicon of trollish runes
  21. A book titled "How to Quickly and Easily Exterminate the Dark Ones", written in an eclectic mix of Draconic, Hinnish and Thieves' Cant, but using exclusively trollish runes. A thousand page tome written by a harengon alchemist who was often described as stark raving mad. It seems he truly was. His entire magnum opus is built on the unwavering assumption that the Dark Ones are physiologically and psychologically identical to the common household rat. On the other hand, it does contain a few genuinely excellent alchemical recipes for rat poisons.
  22. A book titled "The Triune Divinity: Two Truths and a Lie", in Low Imperial
  23. A book titled "All the Drugs and their Effects: A First Hand Testimony", in Elvish. Authored by Tamlin Nerri, with a hand-written inscription reading: "To my dear friend Tardinal, with platonic kisses always yours, Tamlin". The prose is passable, but feels like the author was high the whole time.
  24. A huge tome bound in black leather; its title "The Aristocrats" is emblazoned in tiny letters on the spine. Still chained to a wooden lectern.
  25. Bag of 1771 gold pieces and 50 silver pieces
  26. Rope, 15 yards
  27. Pieces of a shattered jade statue, 5
  28. Silvered letter opener
  29. Four of diamonds, chewed up
  30. Saxophone
  31. Torches, 14
  32. Tinderboxes, 3
  33. Underdark spices, 2 doses
  34. Gel of regeneration, 2 doses
  35. SuperSunScreen™, 3 doses. Offers resistance to radiant damage and protection from sun-based vulnerabilities for 8 hours.
  36. Depetrification salve, half a dose
  37. Decontamination pills, 2
  38. Elixir of invulnerability
  39. Potion of death ward
  40. Potion of lesser healing, 2
  41. Potion of lesser restoration, 3
  42. Potion of maximum power, 2
  43. Vial of poison, unidentified
  44. Vial of holy water
  45. Vial of silver dust
  46. Truth serum, 4 doses
  47. Pipe weed, 14 doses
  48. Black lotus, 3 doses
  49. Shadow fairy dust, 3 doses
  50. Clean change of clothes
  51. Crowbar
  52. Hammer
  53. Pick-axe
  54. Wooden stake
  55. Body pillow, stolen from the Antling Citadel
  56. Longsword
  57. Manacles
  58. Spell scroll, empty
  59. Spell scroll, Guards and Wards
  60. Spell book, shot through
  61. Mithril plate armour, shot through
  62. Cloak and feathered cap with a monogram "H.M." (Hubert Malévol)
  63. Signet ring of the Malévols, their chalice has been defaced with crude scratches imitating thorny brambles
  64. Box warded against magical radiation
  65. Egg that summons a purple worm when crushed
  66. An enchanted quill that writes down what you dictate
  67. A tea set, magical
  68. Herbal tea, 10 doses
  69. Black tea, 10 doses
  70. Violet tea, 3 doses
  71. Blue tea, 4 doses
  72. Fairy dragon coffee, 2 doses. When drunk, the drinker's speed is tripled, they have +5 AC, an advantage on Dexterity saving throws, and gain +2 Actions. In the next round, however, the character loses their Action and suffers one level of Exhaustion.
  73. Wood infused with god-power, 1 cord
  74. Backpack, embroidered with "❤️ From Mum"
  75. Food rations, 2
  76. Slingshot
  77. Basilisk tooth dagger, counts as +3 against stony creatures
  78. A magical staff made from a gnarled branch, with a crystal set into its tip. It is wrapped in several layers of cloth and carefully bound, with a tag reading: "Warning, cursed item. Do not touch!" and "Seriously, don't touch it. It's not worth it." handwritten beneath it. When a magic-capable character touches the staff, they are dematerialized and imprisoned within the crystal. A character trapped inside the crystal can still see and hear the outside. They may expend a spell slot to materialize for a number of hours equal to the spell slot's level, but once that time expires, they dematerialize again and, regardless of distance, are instantly drawn back into the crystal. Any number of characters may be imprisoned within the crystal.
  79. A black iron quarterstaff. Requires attunement by a spellcaster and serves as a spellcasting focus. While wielding the staff, the bearer: a) Has resistance to fire and necrotic damage. b) Gains the Hellish Rebuke spell. c) Whenever they cast a spell that deals fire or necrotic damage, they may suffer one level of Exhaustion to make that spell automatically deal maximum damage.
  80. A demonic cup. When filled with fresh innocent blood, allows communion with any demon whose true name you know.
  81. Tears of Irias, 2. Pearls that allow communion in dreams when swallowed.
  82. Uniform of Irias' personal guard. Black with yellow decorations and a faceless mask.
  83. Uniform of Xiximanter's army officer. Black with emerald and orange embellishments.
  84. Stolen suitcase of viscount Lucius Malévol. Filled with frilly clothes, plus 122 gold in a pouch.
  85. Golden medallion bearing the visage of a sleeping elf princess, wrapped in Malévol's silken undies
  86. Scroll case with the maps of Xiximanter's military headquarters, thaumic bomb factory and the sewers of Balalán
  87. Wine bottle filled with the antimagic blood of Eldjárn Wrixling, 2 doses
  88. A fragile glass sphere filled with vitriolic acid
  89. Shadowy copies of a fistful of jewelry
  90. Lard
  91. A cursed short sword of the plague. Every successful hit applies the Contagion spell, but the curse has a harmful effect on any wielder not immune to diseases. Such wielder must, at the end of each battle, succeed on a Constitution saving throw or be afflicted with a random disease as per that spell.
  92. Simple gold stud earrings. Once both are put on, a strange curse takes effect - the wearer cannot remove the earrings without the Remove Curse spell, and at the same time becomes incorporeal. They remain normally visible, only slightly translucent.
  93. Brooch of beauty. The bearer is covered by a permanent illusion that functions like a makeup, concealing any imperfections in appearance - undeath, mutations, etc.

27 April 2026

Campaign Pitch: Lost in Carcosa

Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
        In Carcosa.

Strange is the night where black stars rise,
And strange moons circle through the skies
But stranger still is
        Lost Carcosa.

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
        Dim Carcosa.

Song of my soul, my voice is dead;
Die thou, unsung, as tears unshed
Shall dry and die in
        Lost Carcosa.

Cassilda's Song
"The King in Yellow", Act I, Scene 2
Robert W. Chambers (1895)

Carcosa is a malignant planet 153 light years away from Earth, orbiting a nameless, dying binary star in the Hyades Cluster. Carcosa is also a foreboding city in the middle of the black lake Hali, a pallid and sepulchral metropolis of whose inchoate inhabitants one better dares not speak. Carcosa is a tale of far-future technology and magnificent, maleficent architecture and inhumanly horrific sorcery and the primitive tribes that eke out a meagre existence amongst these remnants of awesome, awful yore.
 
  
So, is this a...
Actually, I don't really have a simple reference for this setting. Carcosa mixes weird science-fantasy, Lovecraftian horror and swords & sorcery adventuring into a game of psychedelic wasteland survival in a world full of radiation, mutation, dinosaurs, mutant dinosaurs, killer droids, psionic oozes, alien martial arts, ray guns and other lost wonders of stupendous science.

Have some pictures:
 
Temple Entrance by BeastScrollGames
 
All unsourced images are from Pinterest,
where the original source was not found.
  
by Noriyoshi Ohrai
 

from Morrowind
 
by Richard Hescox
 
 
by Wayne D. Barlowe
 
from Universum: War Front
  
 
You will play as...
A wasteland scavenger and survivor, one of the rainbow-coloured "humans" that brave the death-filled wilderness sprawling between the fortified villages that dot this planet's broken landscape, searching for treasure (certainly), glory (ostensibly) and perhaps even a meaning. Any meaning at all.

There are no people except the fifteen races of Man - Alabaster, Blue, Bone, Bronze, Dolm, Fuchsia, Gold, Green, Jale, Onyx, Orange, Purple, Red, Ulfire, and the ever-elusive Space Men. Twisted by millennia of travesties and tribulations, they are a combination of hunters-gatherers, mutants, cyborgs, maddened cultists and even more peculiar folk. Some would argue that these "humans" are human no more.

Sidebar: Humanity is not native to Carcosa and there are next to no other mammals. You will find no sheep or wolves, but you might certainly encounter giant reptiles, terror-birds, weird insectoids, alien fungi, etc.

There are no classes except four: Fighter, Trickster, Tinker and Psyker. Why? Because the classes serve as merely a chassis for the tricks and talents that you will uncover during your wanderings. Indeed, this should be a game of discovery. You will be exploring the merciless expanse of Carcosa, where every path leads to danger, every crumbling monastery houses a sage and every foreboding ruin hides a secret. Butcher the dangers for their cybernetic parts, force the sages to teach you their techniques, steal the secrets to unlock phenomenal cosmic powers. You will gain abilities by travelling, training, investigating and taking a risk.

Basically, mix a bowl of grotesque horror, pulpy trappings and gonzo comedy, then sprinkle it all over a big hex map. That is Carcosa.
 

 
 
 
Do you want to...
  • Travel between xenophobic village-states ruled over by cybernetic god-kings and psionic witch-queens? Every village hoards rumours about strange Wonders - scraps and shards of alien gadgets - just waiting for someone foolish enough to try and claim them.
  • Win these Wonders and listen to their whisperings? Such whispers are said to be the blessings of the Black Monolith that bring great fortunes and far greater ruin.
  • Descry monuments that chronicle the failings of incomprehensible civilizations long extinct and their horrid rituals that could bind gods to your will, if you are willing to leave your humanity behind? You will never dream of pleasant things again.
  • Follow your nightmares towards resplendent, repugnant places where one might glean transcendental truths, such as how to punch really really hard? Insanity will nip at your heels.
  • Pretend that you are fine while getting addicted to lotus and tearing killbots apart with your bare mind? You will need someone to bring you back.
  • Deal with whatever strange forces may threaten the survival of the small village that is your newfound home, maybe improve the lives of your friends, and perhaps even lead them to a better future?
 
by Dark Fables
 
Once again, here are d20 questions and answers about the campaign and setting, courtesy of Jeff Rients:

What is the deal with my cleric's religion?
There is no divine magic, no otherworldly benevolent beings and no centralized religious organizations. Religion on Carcosa is more about awe and appeasement - some cults worship the Old Ones and their spawn, others ancient technology and AI angels, or powerful monsters and extraterrestrial entities. Sometimes, these cultists are spared, or even rewarded.

Where can we go to buy standard equipment?
The party will soon find themselves in the town of Lon Barago which houses a large market every weekend. The Bronze Women village of Jahara to the west may have other items that are trickier to track down, especially medicine and drugs.

Few people in Carcosa are interested in gold, by the way. Rather than any single currency, goods are usually bartered, with food, bullets or energy cells, and especially Wonders all being good bargaining chips.

Where can we go to get plate mail custom fitted for this monster I just befriended?
You are unlikely to find anyone who knows how to produce plate armour, even if you could find the metal to make it in the first place. Carcosa is an eclectic mix of bronze age villages and rotting alien super-tech, where few people have the time, opportunity and resources to master a skill such as armour-crafting. That being said, you could have something fashioned out of dinosaur leather, and should you be lucky in scavenging some irradiated ruins, there are many stranger armours to be had - from laser-resistant synth suits to hulking powered exoskeletons.

Who is the mightiest wizard in the land?
The most evil of all the Purple Men, Ikhon the Judge, is known for his unmatched mastery of the Four Arts: Killing, Psychic, Scientific and Sorcerous. He rules a small village far to the south-west, protected by advanced weaponry and soldiers clad in power armour. The Old Ones yield to his will.

Who is the greatest warrior in the land?
You know of no finer masters of the Killing Arts than Lon "the Brightest Terror" and Barago "the Swift and Silent Beginning", the two leaders of the town of Lon Barago. They have forged a sanctuary for escaped slaves and refugees of all kind, forming a small but growing community. This is quite an unlikely situation - people of all races living and working together, spared from the common xenophobia that permeates the wastes.

Who is the richest person in the land?
Ikhon the Judge is said to possess vast amounts of wealth.

Where can we go to get some magical healing?
You surely mean technological healing. Medical Wonders do exist, but they are not easy to come by. In all other cases, you must make do with crude surgery and lotus.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
The many-coloured lotus can cure many ailments, but may also kill the unwary. Ask your local dealer, likely from the Red Temple near Lon Barago.

And while sorcery is usually used only for conquest and perversions, it is capable of amending afflictions that nothing else can ameliorate - at a price. For example, petrification can be undone by the Lurker Amidst the Obsidian Ruins, the dead can be raised (in a manner of speaking) by the Desiccating Slime of the Silent Halls, and radiation sickness may be lifted by the Weird God.

Is there a magic guild my magic-user belongs to or that I can join in order to get more spells?
There is no magic in Carcosa - in the traditional sense. Fireballs, divinations and protective wards are replaced by rocket launchers, psionic prescience and mutated bone plates. There also exist the grand rituals of the long-vanished Chirrappakka that allow a sorcerer to humble the elder gods and draw upon their powers - at a sickening price. Finally, there are many local marvels found only in a single village or cave, such as infernal pigments, sorcerous sourdoughs, or memetic chants.

Where can I find an alchemist, sage or other expert?
Ali-ilil the Apiarist is a lotus-seller, apothecary and sage who lives in the village of Jahara. He also deals in maps. He may be addicted to the philters he sells.

Specialised experts are scattered in various other villages. There is no central hub of hubbub.

Where can I hire mercenaries?
Lon Barago maintains an informal standing militia. Most of the men and women in the town know how to fight. For a good wage or a share of treasure, it should not be hard to find people willing to have an adventure.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from the Law?
Sorcery is universally considered wicked, so you are best to hide any such tendencies. Some villages broaden their idea of magic to include not just the ancient, eldritch rituals, but psionics and mutations as well. On the other hand, no villagers are likely to complain about a person carrying an axe or rifle; it's rough out there.

Bone Men are pretty much always regarded with suspicion, if not outright reviled.

Which way to the nearest tavern?
The Hole in Lon Barago serves fermented drinks and is the place to go for all sorts of shadiness.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
A large spherical hunter-killer robot stalks the wastes just south of Lon Barago. No one knows who created it or for what purpose, but it has been stealing away travellers for month now. Few have encountered the machine and lived to share their tales.

The rulers of Lon Barago will also pay for proof of any killed slaver or spawn and the town of Jahara is said to have its own share of troubles with monsters.

Are there any wars brewing I could go fight in?
She of the Lake, an up-and-coming techno-priestess, has just started assembling a petty empire for herself via brutal conquest. She lives on an island far to the east and, if rumours are to be trusted, offers great power to those who swear their fealty to her.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
A nearby castle of Jale Men runs gladiatorial games of sorts. The prize is that the winners gain the honour and privilege of being fed to the Jale Men's god.

If you wish to prove your martial prowess, a better bet would be to find a monastery and challenge the monks for the knowledge of their secret technique.

Are there any secret societies with sinister agendas I could join and/or fight?
Yes. They are exactly the kind of secret you might want to investigate should you wish to master unnatural powers.

What is there to eat around here?
Not much. Most villages subsist one stretch of bad weather away from the brink of starvation and a well of clean water is a treasure that can buy a lord's favour. Wheat and fruits are not common; people live off mushroom stew, lizard eggs and meat, fish, insect paste, sweet cacti, bitter tubers and all sorts of strange roots. Dinosaur meat is a rare feast.

On the other hand, drugs are relatively easy to acquire, with chewing lotus, worm spice and alcohol available pretty much everywhere. What is often called beer or wine on Carcosa is actually a kind of kombucha, various organic remains fermented with the help of certain yeasts and fungi.

Any legendary lost treasures I could be looking for?
The Elder Signs, rune-inscribed metametal tablets that keep the Old Ones at bay and compel b'yakhees to do your will, would probably be quite handy. Other than that, the most common reason to brave the decidedly deadly ruins of yore is a chance to find a Wonder such as a plasma blaster, holo-projector, shield generator, robot scrambler, alien mutagen injector, or a car.

Where is the nearest dragon or other monster with a hoard of treasure?
If by a dragon you mean a laser-breathing dinosaur, there are rumours of such a beast's lair to be found in the mountains to the north-west. It is questionable what kind of a treasure hoard might such a monstrosity possess, but one could tear the many alien cybernetics out of its body and instigate their own ascension into eternal chrome.
 
 
And here are d12 assorted questions from the other lists, where the answers differ significantly from my previous pitch:

What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga?
There are only four classes available, but they serve simply as a chassis for the various special techniques you can learn from masters and manuals found across the wasteland. Thus basically all of the classes, save for maybe Tinkers, have some form of martial Killing Arts to learn.

Oh, and they are real techniques like the Jedi force push.

Can I start out having already made a deal with the devil or do I have to do that in game?
As a starting boon, you can choose a sorcerous ritual capable of compelling an elder evil to do your bidding, but you have to perform it during play.

Do you want me to write an 8-page backstory? Can I write an 8-page backstory, if I want to? If I write something down in it like I'm the time-lost princess of the brass city and the daughter of the Sun and I commanded legions in the Hell War but was betrayed by my father's vizier but I don't know that, or that I'm elf Conan and cooler than everyone else, will that be true?
You don't need a backstory or character concept for this campaign, at least in the beginning. You will start as a nameless slave thrown into a dungeon of an indescribable god. Make a name for yourself during play.

On the other hand, there are no impregnable fortresses, no ancient organisation that will hunt you down with an army, should you upset the local balance of power, and no powers that be to uphold the status quo. Few things are impossible for a small, well-armed group with a plan. Few rulers are immune to being shot in the head with a laser rifle, and taking their village for yourself once you murder them is par for course. You can achieve renown, you can quickly amass power and you can start changing the world, if you are willing to take risks.

These classes are boring, can I be one from somewhere else? What about from a different system entirely?
Not at first, no. I am too invested in the theme and tone and it would ruin the discovery aspect of play. But you can always tell me what you would like to see and if it fits the flavour at least a bit, I will hide it somewhere in the world for you to find.

So anyway, how do I win in general?
That's a good question which I don't really have an answer to. Maybe you could:
  • Take over a village and build it up into a beacon of civilization and/or a military powerhouse.
  • Repair a flying saucer and leave this planet for greener pastures.
  • Wish upon a bound Outer God to have a grand palace and slaves aplenty.
  • Shed your mortal flesh and ascend to pure conceptual form, cyber-heaven or other higher sphere of existence.
  • Overdose on lotus and delve into the deepest reaches of Dreamlands.
  • Drive your tuned-up nuclear-powered car into the binary sunset, never to be seen again.

What language stands in for Common? Or what are we all talking to each other in? Like the party, mostly, but also everyone else?
Every race of Man has its own coloured language, but the most common are certainly Red, Green and Blue tongues. They are somewhat mutually intelligible, but have very different ways of writing. Speaking of which, literacy is rare on Carcosa. You are considered illiterate until you reach rank 6 in a given language.

Lon Barago is split roughly half and half between Green and Red.

What do birds know?
The bird people, Chirrappakka, have brought humanity to this planet and ruled over them for eons. It is their ruins that you are desecrating, their technology that you are stealing and their mistakes that you are paying for. They knew everything.

Is there weaponized Squid?
Given how many Lovecraftian monsters roam these lands, you can expect to encounter all manner of dangerous squids and squid-like organisms. How much they can be weaponized is entirely up to your ingenuity.

What cultures approve of cannibalism?
Many. For some, it is a matter of staving off starvation, for others a religious rite. It is polite to ask before eating someone's fallen brethren, but such a question will not spark outrage - cannibalism is uncommon but widely accepted.

Which is the Rome but with lava? Like the fire country in this world?
Mount Voormith'adreth to the far north-west.

How much money can I make inventing siege engines?
There is nobody to buy such machines, but you can certainly use them for your own enrichment by razing other villages.

What is the most significant tree to the economy of the starting place?
All quality wood is precious. While firewood can usually be gathered easily enough from the brittle wasteland bushes, forests are deadly hives of horrors and wood logs are thus hard to come by. Villages are built from adobe or stone and clay, and instead of wooden furniture, you can expect sitting mats of reed and tables of stone.
  
by Don Lawrence
  
 
Beast of Burden Parasaurolophus by Raphael Meireles
 
 
 
by Tim Molloy, from Empire of Bones
 

Insectoid Statue by macteg
 
from Valerian

from Barry Sonnenfeld's Dinosaurs vs Aliens

Lost Carcosa by Laura Mazza