Tag Archives: glog

Wizard School: Wizard of the White Hand

Roughly seventy-five years ago, there was war in Upper Thaumerica, and the armies of Eastron and the Lake Countries marched against those of the Southlands. The most dramatic and enduring consequence of that war, at least as some reckon these things, was that the Wizards of the Red Hand were broken utterly, and their order, their lore, and their power was divided among two successor organizations.

The Wizards of the White Hand trace their scholastic lineage from those who, when war came, sided with the Second Grand Alliance and chose to forever sunder the Red Handed Order. Their power is in the body, to heal it and to injure it, and they can target their spells from a great distance. However, between themselves and their counterparts, the Wizards of the Black Hand, it is they who may be the most restricted: they cannot eat meat, except it be carrion, nor accept gifts, nor ride mounts.

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Table: 2d20 Races

Just, you know, a table of races, like everyone and their dogling has.

There are three important components to each race. During character creation, each race can re-roll a particular ability and pick the better of the two results. They also get a bonus and a weakness, which, ideally, will come up in play on a regular basis and either open up new options (bonuses) or be terrible for your character in ways which are fun for you, the player (weaknesses).

Not everybody has flavor text. You’ll just have to live with that.

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Wizard School: Shadow Wizard

In the monochrome cities of Illinoir, Shadow Wizards are the Monocrat’s secret police. Operating beyond the reach of Sun’s bright rays and holy gaze, the Shadow Wizards are the last word in enforcing the Colorfast Decree.

Theirs is a dangerous life, because not only do they have to contend with the Pigment Mafia, but some of their own cannot be trusted: not only have some turned coat in exchange for gilded coins and lush hues, but the shadows themselves are intelligent and resentful of their subordinate condition, and never rest in trying to seize control or at least hurt their controllers.

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GLOG Mech & Kaiju Posts directory

At some point I’m going to run a Neon GLOGesis Evangelion game. When the time comes to buckle down and finish the rules, I want everything to be in a tidy place for easy reference. I’m drawing mostly on the mechanics from A Blasted, Cratered Land, but all of these posts are worth going through if you plan to run GLOG mechs.

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Polyphores, Chimeras, and Hydras

Sooner or later, most wizards will try their hand at creating life. The artificer makes golems of stone, of bronze, of steel. The bibliothurge writes people and even nations in such detail that they acquire a substance of their own. The illusionist attempts a fakery so total, so complete, that it is indistinguishable from a normal mind. The necromancer produces assemblages of many corpses and tries their withered hand at lichdom. It is, perhaps, the hallmark of wizardry: the desire to be a Creator.

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Coyote knows what wizards are all about.

Most wizards produce life of the sort that is clad in flesh. Even the Orthodox wizard, who may be as far removed as any from the grotesqueries of biomancy, can do it, though it will take work and time and cleverness in equal measure.

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Gloggy Portmanteaus

From the OSR Discord a few days ago. Preserved for posterity.

You may also like this post from Throne of Salt.

  • AETLENGASH – a severe abrasion caused by the skin of a basilisk
  • AIGRE, a sudden tide of blood or other bodily fluids
  • ALGETETIC, someone who insists on asking painful questions
  • ANTEDENTATE, possessing trapping-teeth in the throat but no biting-teeth in the jaws

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