Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

27 August 2026

Class: Wizard of the God-Serpent

You were anointed by the blood of the forever dying God-Serpent, the beheaded Ouroboros. You were given a mission:

Survive, scavenge, study and spread.
Subvert, subsume, supersede.
Save me.

Go forth, little snake, and ease your sire's suffering.

This is half a stolen snake wizard, revised and reflavoured for my setting, and half a snake mutant race.
 
from a player of mine
 
You are an Outsider, but bound to become an Outlaw unless you are careful with your machinations. Do not fail the God-Serpent.

Items: d20 pet snakes

Skills: Herpetology

Perks & Flaws:
Your body is partially covered in scales, however much you choose. You can speak with snakes.

You are cold-blooded. You may never gain resistance or immunity to cold and cannot rest while cold.

Cantrips:
  1. Your eyes are slitted. You may switch between normal vision and infravision.
  2. Your tongue is forked. If you can smell something, you can taste it too, and all magical things taste weird.
  3. You can unhinge your jaws and swallow anything that is less than the circumference of your neck without difficulty. You can regurgitate anything you have eaten (and not digested or passed) at will.
from Dark Souls
 
Spells:

1. Coiled Strike
When you cast this spell, choose one:
  • One or both of your arms transform into serpents until dismissed, and can be used as melee weapons dealing d6+[dice] damage, with a 10ft reach. If you transform both of your arms, you can attack twice per action, but cannot grasp or gesture.
  • Your head transforms into a viper's head on an elongated neck and makes a single attack for [sum]+[dice] damage with a 30ft reach.

2. Shed Skin
Pull off your own skin. This takes d6-[dice] full rounds (min 1) and leaves you naked. Afterwards, choose one of the following:
  • Restore [sum] hp.
  • Restore [dice] points to a damaged attribute.
  • Your body changes according to your wishes - your hair or eye or skin changes colour, your height or gender or apparent species adjusts - but no more than a professional prosthetic makeup could manage and with no mechanical effects. You may dismiss this effect at will, returning to your natural appearance, but if you do not do this before [sum] hours elapse, your new form becomes your natural one. You may never use this spell to create the same appearance twice.
Your shed skin is whole, similar to that of a snake, and can be kept.

3. Gift of God's Fangs
Up to [dice] touched weapons or [sum] projectiles become envenomed, dealing +d4 poison damage for 1 hour.

While you have this spell memorised, also grow fangs (d4 poison).

4. Gift of God's Tail
Your legs merge and transform into a massive serpent's tail, shunting everything you have worn on your lower body Elsewhere. You cannot be knocked prone and can grapple with your tail while keeping your hands free. This lasts until dismissed.

For every [die] after the first, choose one of the following:
  • Make grappling tests with advantage.
  • Swim at full running speed.
  • Your body can twist, contort and squeeze into any shape without suffering harm, except for your skull. You can wriggle free from mundane manacles nigh-instantly, and from being hogtied in a minute.
  • As an action, you can coil your tail tightly as a spring and then jump triple your normal distance.

5. Serpent's Charm
As you lock eyes with a nearby creature, it must save vs charm. On success, choose for it to be unable to move closer to, or further away from you. On failure, it is unable to move from its place at all. It can still perform any action except for moving. As an action, it can save again to negate the effect. Creatures of HD [dice]×2 or more are immune to this effect.

6. Charm Serpents
Up to [sum] total HD of snakes or snake-like creatures within 60ft are lulled into a peaceful daze. This lasts for [dice] hours or permanently with 4+ [dice], but breaks when any of the targets is attacked or otherwise endangered.

7. Snake Ball
A massive illusory sphere of serpentine mating orgy springs from your outstretched palm and starts rolling, up to 30ft per round for [dice]×2 rounds. Any creature struck by it must save vs fear, and flee or fall prone on failure.

8. Sticks to Snakes
R: touch; D: [dice]×2 minutes
A bit of a misnomer, as this spell can target sticks, staffs, snake tattoos or snakes.

Sticks or snake tattoos are transformed into actual snakes, up to [sum] of them. Each has 1 hp and bites for 1 poison damage, but more importantly is clever enough to follow complex commands. If a tattoo snake is killed, it discorporates into ink and flows back onto its owner's skin.

Staff (only one) becomes a large snake with [dice] HD, [dice]×2 armour and a bite dealing d6 damage. If the staff was magical, you may choose the bite's damage type and may originate your spells from the snake. If the snake is killed, it reverts back to a staff, cracked.

Snakes, up to [sum] total HD of them, are transformed into sticks or staves, save negates. Huge or magical snakes may become staves with special properties.

9. Snakes to Stairs
Stomp on the ground and a [dice]×50ft long snake will emerge to anchor itself between you and a point within its reach. It will serve as narrow stairs or walkway, but will not move from its place nor take part in combat. It has [sum] hp and disappears after [sum] minutes if not destroyed.

10. Snake Cache
R: self; T: swallowed item
If you cast this spell while swallowing (or regurgitating) an item, it is stored in (or retrieved from) an extradimensional space rather than your stomach. You can access up to [sum]×[dice]th Slot in this virtual "inventory" and store or retrieve as many items as you wish with a single casting.

The target must fit within your mouth and the accessible Slots, or the spell fails. Time basically doesn't pass in the pocket dimension, so items will be retrieved in exactly the same condition as when stored.

Kabuto from Naruto
 
Emblem Spells:

11. Shape of the God-Serpent
Call upon the God-Serpent and transform yourself into its likeness. You are now a man-sized snake with steel-like scales that grant you DR [dice]. Gain [sum] temporary hp; the transformation lasts until you lose them. In addition:
  • You do not need gestures and incantations to cast your spells, and snake-related spells you cast do not trigger Mishaps and Dooms.
  • You are immune to all special powers and abilities of snake-like creatures. For example their venom, hypnotic or petrifying gaze, etc.

12. Avatar of the God-Serpent
Call upon the God-Serpent and its avatar slithers into existence somewhere near you. The avatar is not under your control, but is not immediately hostile to you. It remains for a day/hour/minute/round, based on [dice], while its power is based on [sum]:
[1-6] ball python-sized, HD 2, bite/crush 1d6
[7-11] anaconda-sized, HD 4, bite/crush/poison spit 2d8
[12-19] dragon-sized, HD 8, bite/crush/poison breath 3d10 area
[20+] castle-sized, HD 16, bite/crush/poison breath 4d12 area, flying, spell-casting

Nagini
from Fantastic Beasts and Where to Find Them
 
Dooms:
  1. Lose one of your cantrips at random for a day.
  2. You can no longer speak with snakes and most become hostile to you.
  3. You permanently become a small, common snake. Your human mind will leave you in d6 days.

Your Dooms can be reverted by consuming the God-Serpent's raw flesh, though they can happen again. They can be forestalled completely by raising a large temple to the God-Serpent, as long as you venerate it there daily.

13 August 2026

Class: Really Good Pedigree

Based on the other dogs, but with Incunabuli's idea of dog breeds as abilities mixed in.
 
Phelia, Exuberant Shepherd
from Magic the Gathering
 
This is a racial class, so its template A can only be gained during character creation.

Items: collar or a similar trinket

Skills: Hunting, Guarding, Burrowing, Scent-Marking, Pleading Eyes, Emotional Support

Age: You are adult at one year and will live to about twelve years.

Per template: +2 hp

A: Canine, +1 Gift
B: Really Good Nose, +1 Gift
C: +2 Gifts
D: Epic Nose, +1 Gift

Canine
You are a dog. You cannot speak, but can communicate with those you know well.

You have great senses of smell and hearing. Test Awareness to get an olfactory image of every creature and object that has recently passed through the nearby area.

You have no hands, but can run really fast (+2 Movement Speed).

Your bite deals 2d4 damage. You can safely consume raw or slightly spoiled food and murky water.

Really Good Nose
You can smell the weird stuff - poison, disease, magic, undeath - though you rarely get any specifics.

Epic Nose
If it is at all possible to track something by scent, you can do it - even incredibly old or well-concealed smells.

When you sniff something, you can ask one abstract question about it. Another question is possible after 10 minutes/hour/day/week/month/year of sniffing. For example: Does it work for a druid? Is it having an affair? What is its favourite colour?
 
One of the PCs in my campaign right now
is a three hundred years old dog (long story)
currently learning surgery to give himself
human hands and posture.
 
d12 Gifts of Good Pedigree
  1. Really Good Eyes: You can see clearly in minimal light. You can see invisible things as a slight lensing in the air.
  2. Best Friend: Choose one character as your Best Friend. When cooperating against a threat, you both have an advantage.
  3. Medicinal Slobber: You can lick an injury to stop bleeding, no test necessary. In addition, if the injury might be infected, poisoned or diseased, the victim gets an advantage on their save.
  4. Takedown: When you use a combat manoeuvre on a human-sized or smaller foe, you may also automatically grapple them. Your grapple tests have an advantage.
  5. Go for the Throat: Your attacks against a grappled or prone target add an extra die of damage.
  6. Street-Raised: You can swallow anything that fits into your mouth and regurgitate anything you have eaten (but not digested or passed) at will. You are immune to non-magical poisons and diseases.
  7. Sighthound: You are as fast as a horse. Gain further +4 Movement Speed.
  8. Snarling: While you spend the whole round yapping, growling and dancing menacingly in place, enemies must save vs fear or be unable to approach or attack you.
  9. Shaggy: You are immune to cold weather and resistant to cold damage.
  10. Watchful: Unless explicitly distracted, you cannot be ambushed or surprised, even while asleep. You can control and guide a group of animals with strict precision. They will not wander or get lost without your knowledge.
  11. War-Trained: You are one of the big dogs. Your bite deals 2d6 damage. Gain further +1 hp per template.
  12. Guide Dog: You cannot be tracked except by magical means and can always find a path to any place you have been to.

13 July 2026

Class: Nightmare

One of the players in my just-finished D&D 5e campaign rides a nightmare. In preparation for switching to GLOG, I want to let them play as the nightmare.

from D&D 5e
 
A: Nightmarish, Fiery, Horse That Leaps Over Land And Sea And Sky
B: choose one of Dream Travel or Dimensional Travel
C: Fiery Steed, Trample
D: Fiery Breath and the other Travel ability

Nightmarish
You are a horse, but scary. You cannot speak, but can communicate with those you know well.

You have no hands, but can run really fast (double standard Movement Speed) and count your Strength Might twice for the purposes of Inventory Slots.

Your teeth are razor-sharp and your hooves smoulder - deal d10 damage "unarmed". You can only eat meat.

Fiery
Your mane and tail are on fire. You have fire resistance and shed light as a lantern.

Horse That Leaps Over Land And Sea And Sky
You can walk on water. You can also run on air, but must end each movement action on a solid ground, or fall.

Fiery Steed
You are now immune to fire and may confer fire resistance to one rider.

Trample
You can move through the space of any creature smaller than you and test Might. On success, they are knocked prone and get no attacks of opportunity against you.

You may trample multiple creatures in a single movement, as long as you fail no Might test. On a failed Might test, you lose the rest of your movement.

Fiery Breath
Deal 2d8 fire damage in a 15 feet cone. You can breathe again once you devour a ration's worth of raw flesh.

Dream Travel
Instead of a long rest, you and your rider may dive into the Dreamlands. You can follow the scent of anyone whose blood you have ever tasted and enter their dreaming, if they are currently asleep. Dreamers will remember their interactions with you as strange nightmares.

Sidebar: Willpower (wp) is basically mental hp or sanity, decreased by stress rather than damage. Once you run out of wp, you start freaking out and may gain Vice if you take further stress. I should post the full rules one day.

In a dream, your attacks deal stress rather than damage. If your target is reduced to 0 wp, they wake up covered in cold sweat, their rest forestalled, and gain a Vice of phobia towards you.

Should your dreaming form be reduced to 0 hp or wp, you wake up. This may strand your rider, if they were not riding you at the moment of your return to the waking world.

Dimensional Travel
You can smell dimensional intersections - fey crossings, thin places, inactive portals, etc. Take 1 Fatigue to kick open a rift in such a weak location. It stays open for d6 minutes.

In most of Creation, Twilight is close enough that you can always open a portal there.

1 July 2026

Class: Fashion Wizard

No orb-fondling tower-dweller, you are not. Halfway between an artificer and a socialite, you have the correct attire, taste, but most importantly, opinions.
 
by sundae_jck
 
You are Chartered and likely from a good family.

Items:
  • lavish clothes of your own design,
  • another set of clothes of your own design,
  • yet another set of clothes of your own design,
  • needles and thread,
  • a pre-approved business loan from a local bank, though at a truly draconian interest rate.

Skills: Fashionista and two topics of trivia that you can keep talking for hours about

Perks & Flaws:
While wearing a fancy and expensive clothes, cape or hat, you can destroy it to reduce an incoming attack's damage or spell's [sum] by 2d6.

Moaning and raging about the irreplaceability of the lost piece of apparel is optional, but highly encouraged.

You cannot use magic while dirty or badly clothed.

For example, falling into water will prevent spellcasting until you can dry off, unless you were already wearing a fancy swimming wear.

Cantrips:
  • Interesting: With concentration, you can prevent others from leaving a conversation with you. There is no save, but remember that concentration can be broken by punching you in the face.
  • Important: Make your clothes billow dramatically or a faint, pleasant music follow you.
  • Inspired: Telekinetically control needles and thread within 30 feet, though your control is not forceful enough to cause damage.

 
Spells:
This spell list draws heavily on the elf wizard, handsome wizard and silk wizard traditions.

1. Flying Needles
R: touch; T: [dice] needles; D: concentration
Enchant [dice] needles, connecting them to your fingertips by invisible, ethereal thread. Enchanted needles can be used as throwing knives and they will attach the thread to anything they strike. Save negates, but only if the target could see the thread. You count as touching anything connected to you by a thread.

The thread can be stretched effectively infinitely and can only be severed by effects that can harm ghosts. At will, you can make the thread visible and tangible, but also only as strong and stretchy as a silken rope. It cannot be changed back and disappears when your concentration is broken.

2. Clean
Up to [highest] touched creatures or objects no larger than a child/man/horse/dragon are instantly cleaned, groomed and perfumed.

One may specify the grooming, e.g. shaving, shaping or trimming of the beard; type of perfume, etc. This does not destroy the filth, merely puts it into a neat pile on the side.

3. Mend
R: touch; T: object or construct
Fix a target with [dice] or less Cracks. This does not affect a target with more than [dice] Cracks at all (no "partial fixes") and cannot replace missing pieces. Alternately, instantly remove up to [dice] malfunctions. Complex objects (clockworks, magic contraptions) might require a skill test to be properly mended.

4. Beautify
Touched creature or object no larger than a child/man/horse/dragon is altered into a more beautiful form of the same type (e.g. humanoid, chair). The new form must be considered more beautiful by either the caster or the target.

This also restores [sum] points of damaged Charisma Presence, or grants +[dice] Presence bonus if it was undamaged. No other characteristics or abilities are affected.

The effect lasts for [sum] hours and can be made permanent at 4 [dice], but is always broken when the target is killed or shattered.

5. Feather Fall
R: 30'; T: [dice] creatures or objects; D: until each touches the ground
Rather than falling, the target slowly (possibly alarmingly so) descends, their clothes beauteously billowing around them. Can be cast as a reaction.

6. Choose one of:
Silk to Steel
D: [sum] minutes
Touched silk object becomes as steel. Silk clothes grant armour as leather/chain/plate/plate and shield, silk thread can serve as wire, silk rope works as a steel rod, etc.

Works on other fabrics as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.

Steel to Silk
D: [sum] minutes
Touched steel object becomes as silk. This makes weapons fairly useless, steel bars as silk ropes, armour as clothing, etc.

Works on other metals as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.

7. Speak with Fabrics
Talk to clothes and cloth for [sum] minutes, or ask [dice] questions they must answer, save negates. Textiles only know about things that touched them, but they can tell a lot from a simple touch.

8. Powerful Presence
T: self; D: [sum] hours
You project an aura of magnificence and poise. Gain +2×[dice] to saves against charm, domination and fear. Easily impressed creatures (peasants, lesser fairies and petty nobles) must test Morale or fawn and grovel.

9. Silken Servant
R: touch; D: [sum] hours
Enchant a set of clothes or a fabric doll no larger than a child/man/horse/dragon to serve you. It can follow complex instructions, but cannot fight and will collapse after a single blow.

10. Mirror Mirror
D: 10 minutes
Reach into a mirror-like surface and pull out [dice] illusory copies of a creature mirrored on the surface. The mirror must be large enough for them to pass through. The mirror clones behave as you wish. They can walk and talk, but cannot pick anything up and burst like a bubble if struck. You can alter their clothing, grooming and styling at will.

If you mirror yourself with 3+ [dice], you can see through your clones' eyes and hear through their ears, cast your spells through them, and switch places with your mirror twin as a half action.
 
Shadows of Arezzo Giulia Ferraro
by Bruce Luan
 
Emblem Spells:
You have access to a powerful crowd control and a single-target save-or-die emblems, but both are tools of art and admiration, not crude and callow murder.

11. I Expect You To Dine
R: 30'; D: concentration
Up to [sum] total HD of creatures find themselves unable to move, no save. If sitting, they will be tied to the chair with ribbons; if standing, their shoes will be sewed to the carpet, etc. As an action, they can attempt to tear themselves free with -[dice] penalty, and any hostile action against a target also breaks the spell.

12. My Lovely Doll
Touched creature of 2×[dice] or less HD is turned into a tiny puppet of themselves, save negates. They are helpless but fully aware. Lasts for a minute/hour/day/eternity, but any damage suffered by the doll reverts the transformation.

by Chelsea Boy
 
Dooms:
  1. Your eyes turn into buttons for 10 minutes, leaving you blind.
  2. Your skin turns into skin-coloured silk, permanently. Take double fire and slashing damage.
  3. You transform into a tiny, beauteous doll. You are helpless but fully aware, forever.

You can prevent (but not revert) all your Dooms by discarding and forswearing all your worldly possessions. Once you take this vow, you may only own and use simple, mundane clothes and tools; and may not own, use, or even carry money and valuables, properties and deeds, or magical and masterwork items of any kind. On the bright side, as a mendicant ascetic you are no longer bound by your Flaw and may keep your magic no matter your appearance and apparel. On the bleak side, this is considered a fate worse than death by many a fashion wizard.

Should you ever break this vow, you immediately suffer your final Doom. Maybe finding a way to animate your doll-body or transmigrate your soul into a more suitable vessel is the better solution.
 
Miniature Ranni from Elden Ring

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

20 April 2026

Campaign Pitch: City of Magic

Viscount Hugo P'flem-Malévol has slipped, fallen and died.

His obituary in Wizarding World's Words read:

Hugo P'flem-Malévol was peerless among gentle-wizards. While many knew him only as an eccentric recluse with a score of spell-patents under his belt, those close to him will never forget his legendarily wicked sense of humour and untoward charitability. No guest left his house hungry, thirsty and impoverished. Whenever disease, fire or calamity struck our city, Hugo was there.

His death was a tragic accident and any allegations in the nature of "He deserved it, after what he did to those orphans." or "I bet it was a curse of a woman scorned. He was really sleeping around. And he liked them monstrous!" will be sued for calumny. He has reserved a sizeable sum from his estate for post-mortem lawsuits.

His funeral was extremely well attended by crowds of cheerful mourners, some of whom remained in vigil well into the night, dancing and drinking. In death, as in life, he has touched many in ways they never knew they could be touched.

You are all beneficiaries of Hugo P'flem-Malévol - his children (legitimate or not), relatives close or many times removed, old servants or acquaintances, or even just random people he took liking to - coming to Fërn, the second City of Magic, for a reading of his last will and testament. Surely you must wonder who will inherit his magical mansion and patent rights?

Hugo P'flem-Malévol
by Bryce Cook
 
Half a millennium ago, an unknown event caused a worldwide collapse of ley lines and magic in general, leading to the unravelling of many workings of High Magic that people once took for granted. But then a second blow came, even harsher than the first - the gods had vanished. Prayers fell on deaf ears and priests were bereft of their divine magic. Worry became panic became unrest became frenzy. Churches, empires and civilizations crumbled. This event had since became known as the Collapse, or a CK-class Reality Restructuring Scenario, as wizards like to call it.

The poetically inclined historians claim that the Unenlightened Years that followed the Collapse lasted for exactly 333 years. The factually inclined historians lament the irreplaceable loss of knowledge this tumult has brought.

The Aunian Empire had finally shattered, after centuries of decline. Ghal-Dèroin, the first City of Magic, sank after all of its enchantments failed at once. Orosim, the Djinn Democracy, has been lost to the red sands of Utabi.

A new philosophical school of Humanism has started to spread its teachings, emphasizing the agency of humans, reliance on human reason, understanding and free will, and rejection of the divine. This has led to multiple religious wars, witch hunts and racial tensions, but also an unprecedented burst of scientific advancement.

Alchemical fire powder, once a novelty concoction used mostly as a non-mage's cumbersome replacement for a fireball, became more widely used with the invention of "guns". Now known as gunpowder, it is slowly reshaping the modern battlefield.

And last but certainly the most important of all - in the middle of the Unchartable Woods, a small cabal of disenfranchised wizards founded a research camp that would soon become the second City of Magic, Fërn. The Unchartable Woods were likely quite queer even before the Collapse, but since then they have become a nightmare in green. Full of shifting distances and weather patterns, mutated wildlife and spirits, lost and forgotten places and no-longer-people, and general detritus of things that should not be, the Woods are an exciting treasure trove of everything unnatural and magical - especially for those wizards who do not really care about things like coming back from a research trip with the same number of hirelings as they left with - and sparked an expeditious, precipitous series of magical breakthroughs that brought Fërn a world-wide renown. The camp became a fortified lab complex, then a small town with several towers, then a large town with a fledgling university, then a city that still continues to gather fantastical things from around the world and grow. It is said (by wizards) that it was this founding of an independent settlement fully devoted to discovering and understanding the new paradigms of the world that heralded the coming of the current Age of Enlightenment.

It is now year 526 After the Collapse (AC) and your chance to work with bleeding edge magic - exciting, unpredictable, ready to be exploited and exploded - starts right now. The magical industrial revolution is coming and it is up to you whether your grand dreams will amaze the world with strange machines and stranger magicks, or drown in explosions and madness.

by Sean Andrew Murray
 
So, is this a Harry Potter setting?
Kind of, but not really?

The closest reference I can think of are the early Discworld books, where the Unseen University is shown as a rather cutthroat place. The best way to rise in rank and reputation is to be powerful enough that no one can say no; the second best way is for your superior to suddenly vacate their position. You do not go about murdering people, of course - you would be subject to ridicule and maybe even (Gasp!) prosecution - but accidents happen all the time. Now expand this attitude to a whole city of wizards, full of unearthly locations, unethical experiments and murder mysteries.

Adding to that, spells (in this cosmology) are semi-sentient spirits living in a wizard's brain. This is not great for sanity. Wizards are basically half-mad "scientists". Ambitious, irresponsible, suicidally curious. If they had a motto, it would likely be: "Why not?" The whole City is teetering on the brink and something will give, probably sooner rather than later.

But getting back to Harry Potter... I guess if you strip away the fairy tale glasses that at least the first few books had going and take a hard look at the wizarding world, this actually might be a Harry Potter setting. After all, the wizarding world is a frighteningly dangerous place. Students of Hogwarts are expected to handle things like mandrakes - who will instantly kill you if your earmuffs slip off - on a daily basis. People get maimed or even die yearly. Nobody bats an eye when a student loses all the bones in his arm to a professor's spell gone wrong. Children as young as eleven are inducted into a beloved sport that involves flying at breakneck speeds high above the ground, while two players' literal job is to shoot you down with a cannonball-like enchanted orb. Different sport involves throwing kids in front of a dragon - all great fun, by wizard standards. Dementors can destroy souls and not only are they stationed around Hogwarts as guards, they are repeatedly shown being barely held back from devouring some of the students. There is a forbidden forest full of deadly creatures right next to the school. These wizards frankly don't have very much in the way of common sense, which is just the perfect flavour for this campaign.

by Michael Dashow
 
Do you want to...
  1. Own a haunted house?
  2. Get turned inside-out by an eldritch horror you summoned to do your house chores?
  3. Explore lost ruins and reality-shards?
  4. Accidentally remove your internal organs with an experimental magitech you just built?
  5. Travel to different dimensions?
  6. Cause a diplomatic incident on the Moon?
  7. Infiltrate the ioun collider laboratory to steal their research?
  8. Join a doomed archaeological expedition?
 
by Florian Stitz
 
by feliciacano
 
Narcomancer
by retrovenus
   
Please note that all classes linked below are subject to review and perhaps revisions before play. Not major revisions, but enough to fit my ruleset.

You will play as...
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At least at the start of the campaign, all players are young wizards who just came to the City. Other classes will be unlocked during play, depending on what the party will be doing and where will they go. Some of the classes to unlock are:
  1. Thief
  2. Spell thief
  3. Berserk (berserk wizard, anyone?)
  4. Literally a dog (and still a wizard)
  5. Many goblins (you play as all of them)
  6. Time-displaced knight
  7. Wandslinger
  8. Serial killer
  9. Citizen of the Moon
  10. God's only son
  11. Vampire or werewolf
  12. Friend to fairies
  13. Friend to fungi
  14. Brave mouse
  15. Living portal
  16. Sentient slime
  17. Goldfish-powered automaton
  18. Beggar
  19. Dwarfgnome, rabbit, unicorn, etc.
  20. Even a fighter, if you insist

Frankly, if you want to play as something, just ask me and we can probably make it work. This is a city of barely sane wizards in the middle of a broken reality masqueraded as a forest. There are bound to be weird things abound.
 
by Bone Dust
 
Lets go over some more questions about the campaign and setting. First, Jeff Rients' venerable twenty questions:

What is the deal with my cleric's religion?
You are not a cleric, you are a wizard, Harry. Wizards know that "god" is just a title. The celestial gods can no longer meddle in the affairs of mortals after the Collapse and the petty gods who remained are just that - so petty they were unaffected. There are still plenty of terrestrial gods around - shrine spirits, tutelary deities, genii loci, demigods - and they may grant personal favours and perform minor miracles, but a wizard is more than a match for a petty god.

Where can we go to buy standard equipment?
Pretty much anywhere in the City. And as this is a city of wizards, you can buy as many magic items as your wallet can stomach - try the Machine & Magic Market or the Bootleg Bazaar.

Importantly, hats, robes and wands can be purchased cheaply from many thrift stores, or stylishly from one of the branded stores; the Alchemists' Guild holds a near-monopoly on legal (and some would claim that illegal, too) drugs and potions; and Shantytown veritably crawls with disreputable wizards who might be all too willing to deal with illegal magic, for the right price.

Where can we go to get a plate mail custom fitted for this monster I just befriended?
Alrik Stahlbrand can get the job done. Ask around the Red & Pleasant District.

Who is the mightiest wizard in the land?
That would be Pentes Phalanges, the five archmages who rule the City.

Who is the greatest warrior in the land?
Andókai, the Headmistress of the War College, is often awarded that title, but many would object that while she is without a doubt an extraordinary fighter, she is also a wizard. War wizard, but a wizard nonetheless, and thus should not be considered a proper warrior.

From the non-magical warriors, grandmaster von Untermünkheim of the Hunters' Lodge and Invincible Ivory, the Champion of the Pit, are usually mentioned in one breath as the best. There have been many attempts to arrange a fight between the two, but so far they have both spurned the challenge.

Who is the richest person in the land?
Asmoranomardicadaistinaculdacar Ilteourenoradonossalensdottir, the Archmage of External Affairs (who handles trade and tariffs) and Tanisha Tarako, the Archmage of Internal Affairs (who handles finances and taxes) are likely sitting on the largest funds, but as these are state funds, they cannot really claim this wealth as their own. The largest personal hoard belongs to Ashanti the dragon banker.

The standard currency within the City, by the way, is a mag, short for "magically infused scroll", which is split into centimags, or just cents. Mags are essentially banknotes, while cents are copper coins and dimes are silver coins. Each mag is worth 1 MD.

Where can we go to get some magical healing?
The best treatment (and enhancement) can be bought from the doctors of biomancy at the Academy, but their services are expensive. If you need a quick, cheap and discreet procedure (choose two), there are several private practices at the Surgeon Row.

Should you choose to expand your horizons at the University, it has a free student infirmary, but the healers are usually swamped, not equipped to handle more delicate cases, and they will ask uncomfortable questions if your injuries are strange enough.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
See above. Though there's no cure for death, I'm afraid.

Is there a magic guild my magic-user belongs to or that I can join in order to get more spells?
You can become a student of the Wizarding University, then peruse the university store, though the prices are not at all student-friendly.

Where can I find an alchemist, sage or other expert?
The Alchemists' Guild, the Stygian Library and Downtown, respectively.

Where can I hire mercenaries?
Buying a round of ale in one of the more disreputable taverns is a safe bet. There are always people willing to risk their lives and limb for good money. If what you are looking for is more of a partner in adventure or a large group of battle-hardened veterans, try the Hunters' Lodge or the War College, respectively.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from the Law?
Not in the City, but note that casting spells on unwilling targets can easily be classified as assault with magic. Mind manipulation is also very illegal and extremely harshly judged by society at large. It is, after all, the uttermost violation of personal agency and privacy. Possession of a charm spell is treated pretty much like possession of a date rape drug.

On the other hand, necromancy is mostly okay! Buy your corpses legally and nobody will bat an eye when you stroll around with a skeleton in tow. Zombies are a biohazard and thus subject to severe fines if not meticulously maintained, while ghosts are considered an ex-living person and should be employed, not bespelled.

Which way to the nearest tavern?
Down the road, any road. From seedy taverns in Downtown and Shantytown to high-class dining and entertainment establishments in Uptown and Wane & Fallow District, the City offers it all. A gentle(wo)man of discerning tastes might also wish to swing by the bathhouses or Little Lilith.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
The Hunters' Lodge keeps a ledger of known monsters and bounties on their death or capture, if we are talking about literal monsters. If we are talking about metaphorical monsters, you could try to take down one of the gangs that plague the poor parts of the City, or find a way to counter the druids that always work towards the City's violent destruction.

Among wizard students, a sure path to fame is to brave the depths of the old Defence Against the Dark Arts building and abscond with some trinket without being caught. That place is scary.

Are there any wars brewing I could go fight in?
There probably are, but the scope of this campaign will be limited to the City and the Unchartable Woods around it. Do not expect any globe-trotting warmongering.

You could get involved in the secret wars inside of the city, of course. Ask the vampires or the rats.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The Pit in Shantytown is your best bet. There are also duelling clubs, a local offshoot of football called fireball and rat-catching sewer-races.

Are there any secret societies with sinister agendas I could join and/or fight?
Oh yes! They are secret. Don't worry, you will find them.

What is there to eat around here?
All food in the City is imported, as there is no space for crops or livestock and no magic capable of creating food survived the Collapse. This is in fact a constant worry of the ruling archmages, as loss of the railroad or political unrest in one of the City's bread baskets might easily lead to famine and riots. A fabulous contract awaits an inventor of a reliable food production magic.

But back to eating - shipments of food from all over the world arrive to the City every single day, so you can find any and every kind of cuisine in establishments ranging from the cheap and questionable street vendors, to the affordable and still questionable inns such as Gristle Ghoul Grub (Cannibal allegations were never confirmed!) and Fugly Bob's, or even the legendary (and excruciatingly expensive) Le Restaurant Tranquille.

Any legendary lost treasures I could be looking for?
Many people come into the City with the dream of uncovering an ancient artifact or a new deposit of occultum. The very reason why the City was built deep in the deadly Unchartable Woods is that this place overflows with strange treasures. Maybe you can recover pre-Collapse or even primeval spells from alien ruins, or chase the rumoured spelljammer crash site, or tame a hitherto unseen magical beast.

Where is the nearest dragon or other monster with a hoard of treasure?
The banker dragon technically counts? But if you are looking for a monster that is not a treasured member of society, look no further than the Unchartable Woods. They are infested with man-eating monsters and mind-bending treasures.

Goblin electromancer...
by Bone Dust
 
...and her familiar
by Bogdan Tomchuk
 
Next on the menu are the Mad Queen's ten only slightly mad questions:

What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga?
There are surprisingly many wizards who specialize in magical martial arts. From the top of my head: sword mages, adipomancers, muscle wizards and probably more that I am blanking on right now. If you want a non-wizarding martial monk, sure there are some, but it is kind of expected that you will be a wizard in the wizard campaign.

Can I start out having already made a deal with the devil or do I have to do that in game?
Do that in game. This is how you get a familiar, after all.

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?
Mostly yes, but keep in mind:
  • You can still be killed. Backstory, no matter how awesome it is, gives you no protection from dying ignobly. Do not play a character you couldn't stomach to lose to a random crit.
  • All of that happened far away and will probably not be a central plot point. You are new to the City of Magic and cannot be the lost daughter of the third archmage.
  • If you want special powers related to your backstory, take a relevant class. There is a class that gives you powers as the daughter of the Sun, for example.

If I eat someone's heart, will I gain their powers? What about their brain?
Yes! It is rather looked down upon and not always safe, but eating various body parts of creatures of magic can give you powers. Wizards count as creatures of magic, by the way. Yummy.

These classes are boring, can I be one from somewhere else? What about from a different system entirely?
Sure, converting or creating new classes sounds like fun. The City of Magic can stomach the strangest of entities.

If I make a sword, which one of us gets to name it?
You. Depending on what you made it from and what spirits you bound into it, it might even have an opinion on how dumb the name you gave it is.

Am I allowed to kill the other player characters? What would I have to do to be allowed to? Do I win if I kill them all?
No, unless all players in question agree that they want to proceed. There will be no sneaky PVP.

Actually, how do I win in general?
That's a good question which I don't really have an answer to. Maybe you could:
  1. Graduate from the Wizarding University and get a tenure.
  2. Invent a ground-breaking magitech and overturn the market.
  3. Get elected and really change things around.
  4. Marry into a powerful (crime?) family.
  5. Take over or establish a secret cult and retire to enjoy being the one in charge.

What language stands in for Common? Or what are we all talking to each other in? Like the party, mostly, but also everyone else?
The City is positively teeming with people gibbering in a hundred incomprehensible languages, but most also speak the eclectic Trade Tongue. As a wizard, you probably want to know Low Arkanum, the language of magic, too. It is kind of important.

How do I learn how to talk to rocks? No, not once a day - just, like, normally?
Elementalists can do that, or you can master Djinnish.

Which kinds of wizards get to serve kings and live in towers, and which ones are run out of town or stoned to death in the streets? Can I be both? At the same time?
There are precious few illegal practices, at least within the City - mindcraft (because wizards treasure their secrets and free will, thank you very much), dread necromancy (just buy your corpses legally and stay away from necro-plagues) and filthomancy (because it is gross and disgusting and stupid). Blood magic and summoning also sometimes get the side-eye, especially if there are rumours of human sacrifices and elder evils.

But sure, you can be both. While wizarding traditions are mutually exclusive, you can always learn illegal spells on the side.

by Bjorn Hurri

by Marton Adam Marton
 
Followed by Filthy Pig's somewhat disturbing questions:

Is there blood magic? Necromancy? Can I start off with these powers or do I have to get them diegetically during play? Will these things get me hanged/drawn, quartered and burned over water/tortured/burned at the stake? Is your necromancer working off the "divination from the dead" definition or is it cool?
Yes.

Yes.

Both are an option.

Blood magic is more likely to see you shunned and hunted that necromancy, at least within the City.

My necromancers are the coolest.

Will my limbs get hacked off? Can I get new limbs? Do they have to be human or can I have monster parts? Is there a class that does all this or is it just an NPC?
Yes.

Yes.

You definitely can get monster parts (they need to be fresh, though) or mechanical limbs or necro-grafts.

Biomancers of the Academy can help with the monster-sewing, alchemists with the mechanical replacements and necromantic inventors with undead prosthetics. All of these are playable classes.

When was the last plague in the setting and how soon can we expect the next one? Can we swindle people by selling fake plague cures?
The Archmagery of Health works tirelessly to never see a repeat of the Platypus Plague, but there are a hundred things that could go wrong and release an experimental contagion/parasite/curse into the streets.

Sure, but it won't be just the angry customers going after you. If you do not have the correct permit, the bureaucracy of the City is without mercy.

Cannibalism gives you: A) kuru, B) magical powers, C) full stomach, D) yet another unexpected twist?
In order: C, A, B, D. Isn't this the second time that eating people was brought up?

What can't I do that isn't super obvious?
Ruleswise, there are limited options for flying, telekinesis, teleportation, resurrection, divination, extradimensional storage and long-range communication, as all of them can break the game by offering a boring solution to most obstacles/consequences/mysteries.

Storywise, you shouldn't abuse mental magic like charm and mind reading unless you want to end up in prison. There are very strict laws about that kind of things.

by Sean Andrew Murray
 
And finally, Scrap Princess also asked some questions. They... are. They are indeed.

Is there weaponized squid?
Yes, and you can play as a robo-squid or an octopus wizard.

Is there undead robots?
Yes. You can fight them; you can make them; you can play as one.

Do icebergs walk across the land?
Not around here, though the weather in the Unchartable Woods does have its moments of craziness.

What do birds know?
What do they not know?

Does medicine work like it does here but no-one knows CPR or does it work like a cartoon so I cure amnesia with more head injuries or does it work like medieval European people thought it did with demons in your teeth?
Demons in your teeth. Or actually a mix of all three, but as a wizard, you do not trust those doctors who tell tell you that a balanced diet does not include random glowing liquids. Basically, most diseases are evil spirits or curses that can exorcised or sucked out with the right kind of leeches. There are many kinds of leeches and you obviously need to know which kind to use.

I want to play a hobbit but really I'm the fleas controlling the hobbit. Where is that in the book?
It's not an exact fit, but you could play as many goblins possessed by a daemon sword? But if you say pretty please, I'm sure mind-controlling fleas would make for a splendid wizard.

How much could I rent my body out to spirits before I lost control of my character?
Depends on your contract. Get a lawyer.

What level do I have to get my character to before I am the GM?
Not happening in this game. The rules are deliberately set so your character's abilities get broader rather than overwhelmingly strong.

What is the dumbest thing I can spend my money on?
I don't know, a cozy life somewhere far away form the City where nothing will blow up in your face? Most wizards would find that the dumber alternative to living in a haunted house that has a jury-rigged particle accelerator in the basement.

How ugly can my guy be? Like can I basically be a walking fish?
As ugly as you wish. We could make it into a special ability.

Not only can you be a walking fish, you can be a non-walking fish, too.

The lamp oil? Is that like cooking oil, kerosene, white spirits or napalm?
Lamp oil is like cooking oil, it won't really burn well. You can buy high-proof alcohol or alchemical combustibles, though.

How does physics work in this world?
From a commoner's point of view, common sense and similarly to real world.

From a wizard's point of view, a lot of it is magic and will probably be explored during play.

Can I start with weapon hands?
Sure, just play as a beast of war.

What cultures approve of cannibalism?
That's the third time! Third time!

Also ratlings, some elves and many intelligent "monsters".

Also define cannibalism. Is eating a thinking plant cannibalism?

Can my character not be real, but a hallucination of another character?
Yes.

Which is the Rome but with lava? Like the fire country in this world?
Orosim, the Djinn Democracy, or Kani, the triplet-city of ashen elves.

Can I invent an insect?
Sure? Unless you play as a bug collector and want to (out of game) establish a new bug to catch, or you play as a biomancer and want to (in game) create a new insect, I fail to see the point, though.

Is there reverse fire?
Winter witches have a spell that conjures blue, freezing flame. You are free to invent a spell that unburns things.

How much money can I make inventing siege engines?
Probably a lot, with the right buyer. Weapons sell well to foreign despots.

What is the most significant tree to the economy of the starting place?
The City of Magic is built smack dab in the heart of the Unchartable Woods, yet the most significant tree is foreign to the Woods. Black walnuts are planted regularly across the whole city and as an unbroken threshold around the Central Park, as their unique properties ward off wrath of the Woods against this urban incursion.

The second most significant are the undoubtedly more obvious wand-wood trees, which are however not a single genus but rather a condition of trees growing in auspicious locations.

The most significant stone is quartz.

by Sean Andrew Murray

 
 
 
by Andrea Piparo

by Christopher Burdett

  
by Keith Thompson
 
by Bjorn Hurri

Unchartable Woods in daylight...
by Victor Lahlou
 
...and at night

 
from Ivion, I think