Thursday, 18 December 2025

Blogwagon: The Valley of Eternal Cheer

Merry hexmas! Here's another weird adventure location I made for the community holiday blogwagon courtesy of Prismatic Wasteland. Use it however you like! Creative commons license at the end. If you link one of your hex edges to mine, drop a comment or message me on Bluesky and I'll update the post!

Download link

If you'd like a copy of these Christmas hexes in PDF form, get it for free here: https://periapt-games.itch.io/hexmas-locations


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Summary

A sect of treetop angels makes this isolated mountain valley their home. Dwelling in the porous rock caverns, the object of their worship: the Blissful Homogenate. It is an immense festive slush composed of thousands of former intelligent entities, now an immense mushy rainbow sea, a hivemind experiencing True Holiday Joy. It dissolves anyone who touches it.

Wobbly melty Christmas anthropomorphics creatures.


Hex terrain description

This is an area of lofty wind-wracked mountains, most of them bare other than the omnipresent snow. In the more protected valleys, pine trees huddle together for warmth.

One particularly deep valley, more of a huge crevasse than anything, is curiously warm. Wisps of steam drift about, and a rivulet of snowmelt runs its length. Bubbling up from clefts in the rock, a lumpy rainbow mishmash that looks like a tendrilly mess of soft modelling clay.

Above, there's a stand of huge trees, where glittering candlelight suggests the presence of people.

Connecting hexes


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Locale: The citadel of the treetop angels

A huge ice-encrusted treehouse with numerous parapets, slit windows, and clear sightlines. It is supported on the trunks of six massive pine trees. The only way up, if you can't fly, is a winding path that flips back and forth between ladder, tunnel, and staircase. Concentric walls of stakes at the base help keep out interlopers, but the gate – and the charitable donation box next to it – are both kept unlocked.

Inside, the citadel is freezing cold, lit only by candles. What care angels for warmth?

Principles of hospitality are a little fraught at the moment: the order is nearly torn apart by religious quarrel.

The treetop angels consider the whole valley a holy site. The caves and tunnels honeycombing it are filled with a miraculous vast-lake-sized gelatinous entity of perpetual cheer and enormous power, the Blissful Homogenate. The treetop angels revere this entity as their guardian, guide, and future, but they are at odds over the nature of their worship.

Treetop angels, some melting.

The order of angels is split into several factions, or 'choirs'.

  • The loudest voice is that of the status quo, who sing: those who should be drawn into the Blissful Homogenate are already fated to do so. No intervention is needed.
  • Another choir believes the angels should be united with their deity at once. These angels are only holding back long enough to convince their sistren to take the plunge together.
  • A more radical faction sings carols of escalation: the heathen must be converted, whether by the sword, by persuasion and pilgrimage, or by cracking the stone of the valley asunder and letting the Blissful Homogenate descend like a multicoloured avalanche into the plains below.
  • A small number of voices call for study and for optimisation. The rate of dissolution should be maximised. The Blissful Homogenate should be increased in volume if possible. The order should investigate methods for budding off new homogenates to carry elsewhere in the world.

The rift between angels is unlikely to be repaired, but canny adventurers could align themselves with a choir for personal gain, and possibly even egg on the factions to the point of violence. The treetop angels don't have much gold, but their stockpiles of frankincense and myrrh run deep.

Treetop angels, some melting.


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Locale: The overlooking cliff

A precipice directly above the deepest part of the valley. Ancient, crumbling steps descend in fits and starts into the crevasse. It's screamingly windy here, shredding the wisps of steam that rise up.

When the sun is high, you can see through eddies in the mist below: parts of the Blissful Homogenate extend from the valley's caverns. It looks like a colourful smear across the rocks, as if vomited by some vast sherry-soused god on its way home to a mountaintop paradise to sleep it off.

There is a little shanty town here, made from rough-hewn pine wood, stacked boulders, and reindeer hides. A motley bunch of people have come here, mostly on bad information, and are unsure of what to do next. There's a continual argument simmering like an eternal stew.

Currently about twenty people live in the shacks (detailed in the encounter table below). Many others before them have returned to the lowlands, or descended into the valley to become one with the Blissful Homogenate.

There are also four treetop angels hanging around here:

  • Numerica Of The Last Apex Unclimbed. Studying the Blissful Homogenate by observing those who may or may not eventually enter it. She's conducting an ongoing census and interviews. Currently taking measurements.
  • Radiala Of The Final Pinnacle Unmatched. Feels a desperately personal relationship with the Blissful Homogenate. Paranoid. Fanatical. Has given up everything. Will keep herself out of the homogenate for all eternity to fulfil her self-appointed role of keeping it safe. Currently making patrols.
  • Levitica Of The Ultimate Peak Unsurmounted. She's trying to enforce a taboo against hanging around the valley through persuasive sermons. Mostly she has succeeded in making everyone annoyed with her. Currently standing on a boulder and lecturing to the wind.
  • Honoria Of The True Zenith Unparalleled. She's dipped a toe in the Blissful Homogenate and will soon be part of it. She's flown back up the cliff to spread the good word. Currently ecstatically dissolving.

Treetop angels, some melting.

Random cliff encounters (1d10):

  1. Inkoo and Shmo. Pair of gigantic lumbering penguins. Mountain natives who make a simple living guiding curious people out here, then usually earning even more to guide them back again. Very disliked by the treetop angels.
  2. Jenk Holdfraught. Withered old man. A would-be lich who hasn't managed to walk any of the normal dark paths. He's decided that eternity will still be worth it even if filled with tinsel, whistling, and the cross-talk of a happy hivemind, but it's not his first choice, and he's waiting until the last moment possible. If he waits much longer he won't be able to get down the steps under his own power. Has a small amount of treasure, mostly in the form of magical scrolls and cursed ritual equipment.
  3. Five tuskers (huge tusked trolls) all wearing enormous boots and ceremonial bells. Not very smart. A small religious pilgrimage from the Grove Where The Snow Is Like Icing, over Rime Ridge. They were trying to find the Big Rock Candy Mountain and are unsure of what they've stumbled upon. That thing down there... is it pudding?
  4. Prudence Dearborn. Half-angel. Skilled chef. Her current ambition is to make the ultimate festive spice mix, and she's travelled here for inspiration.
  5. Old Father Chrysalis. A white-bearded wizard who touched the Blissful Homogenate and is becoming one with it, but much more slowly than usual. Meanwhile, he's wandering the valley and the cliff. Nobody knows his real name. Doesn't converse. Mumbles a slurpy bubbly mixture of arcane half-secrets and mystic half-truths. (Probably warded himself against the homogenate's effects and only partly succeeded.)
    Old Father Chrysalis. A dissolving pile.

  6. Snarlface, Dayglo, and Toad. Three escaped orcs of the Red Lord (see magnoliakeep.blogspot.com/2025/11/blog-bandwagon-orcish-toy-factory.html). One of several secret orc cells combing the world for potential superweapons to wield against their despicable master. Cautiously excited by the potential of the Blissful Homogenate, but underequipped to do anything with it.
  7. Plush Carl. Three-eyed misfit toy. Trying to track down his happy-go-lucky great aunt, missing for months. She's one with the homogenate already.
  8. Terrrence Norrbrright. Gangly hollow-eyed elf. Legate of a deposed tyrant. Truly hates good cheer, but is pretending otherwise. Smile like a death rictus. Hums off-key. Secretly wants to destroy the Blissful Homogenate and has brought a sorcerous weapon looted from his old boss's treasury to accomplish this. With the right invocation, the Cauldron Of Inversion should turn the homogenate's boiling, joyous form into something cold and hard and miserable. It won't, though. It'll just splatter dangerous chunks of it all over the landscape.
  9. Jephrow Bosk. A skeleton percussionist. Inexpertly plays his ribcage like a xylophone. Thinking of branching out into skull bongos. Extremely cheerful; was drawn to this place by a mysterious inner pressure he can't explain. Jephrow wears the bejewelled Tiara Of Undead Control, giving him enormous amounts of self-actualisation. If it is removed he will become a mindless bloodthirsty monster.
    Jephrow Bosk. Currently go-getting skeleton.
     
  10. Zephany. A westerly wind, separated from her easterly sister Gale (see thegloaminglog.blogspot.com/2025/12/the-quiet-season.html?m=1). Gale was last seen above these mountains, having talked to a treetop angel on the way past. She has left already, but Zephany doesn't know that, and deeply dreads descending into the valley. She hopes her brother Eddy will catch up to her here to lend some support.

 
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Locale: The cheer-clogged depths

The rocky valley floor is in shadow for much of the day (the parts near the walls, perpetually so). A small stream of snowmelt pours the length of the middle and ends up in a sinkhole, feeding who knows what underground river further on.

Steam shrouds much of the valley depths, stirred by the omnipresent mountain wind, and occasionally scattered in wisps to the top of the overlooking cliff. It's slightly warm down here, and feels shockingly hot compared to the rest of the freezing mountains.

There's a pleasant humming sound.

Entity: The Blissful Homogenate

Larger than most lakes, and composed of colourful whorls of half-liquid, half-solid organic strands. These flow and wobble and slowly move about by themselves, occasionally splitting off and wandering semi-independently, never far from the main mass. Looks like the aftermath of an inconceivably huge and ultimately failed modeling clay project.

Vestiges of faces smile back at you.

It smells of cinnamon and hot plastic.

Background and expansion

The world's most optimistic and spirited are instinctually drawn to this place on their deathbeds, making it an elephant's graveyard of the merry. They make up the bulk of the homogenate. It has also amalgamated various stupid or unlucky animals (most avoid this place), unwanted experiments/victims who were disposed of here long ago, and a certain number of people who couldn't hack it as liches.

The rest of the homogenate is made up of molten treetop angels. They've been joining it pretty regularly over the years.

If you touch the Blissful Homogenate, you immediately start turning into it. You go runny bit by bit, the event horizon slowly travelling up your arm. You can be saved from the effect if you strike off the digit (or, for the incautious, the limb). Just make sure you cut far enough up.

It usually takes a few hours, after touching the Blissful Homogenate, to collapse into a pile of goo. Features slide off the face. The face drips off the body. Limbs elongate. Clothing melds with flesh. A distinct cheerfulness is felt all the while.

Once it's done, you're indistinguishable. Now if anybody touches you, they start turning, too.

Capabilities

The Blissful Homogenate is in a sense an intelligent hivemind, but undirected. It has never been known to take any real action; it is continually thrilled beyond mortal comprehension just to be experiencing the world around it.

The entity only cares for things that are lively and moving and glittery; it doesn't eat through rock and trees.

The Blissful Homogenate is extremely hot to the touch, like flowing candle wax. Hot enough to warm the rock of the valley and melt the snow above. Bits can be struck off its mass, and if this happens, they slowly cool, losing their animation. They will try to return to the main mass before this happens.

The entity doesn't retaliate if struck. There's an ocean of this stuff, much of it underground. What could possibly harm it?

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Challenges and opportunities:

  • The Blissful Homogenate is always happily humming. Its underground parts sometimes break out into full-on carols. The distant singing could draw characters into the dangerous cave systems around the valley walls where the goo level ebbs and flows.
  • There's tall cliffs above and below the valley, and the rock is porous. A landslide, snowmelt-heavy river, earth tremor, or explosion could knock things into motion. An avalanche of hot homogenate would flow into the network of valleys below like a rainbow lahar, eventually reaching inhabited pastures. There'd be enough mass for it to last for weeks or months independently of the main blob, with all the trouble that would ensue.
  • The trouble that's brewing with the treetop angels could easily reach a head. The outlook for their custodianship of the Blissful Homogenate is different depending on which faction wins.
  • The shantytown inhabitants all want different things. Trouble is particularly likely from Terrrence Norrbrright, Jephrow Bosk, the orc trio, or the not-too-clever tuskers.
  • If a small part of Blissful Homogenate is separated from the main mass, it will eventually cool down, deanimating. But it does not become completely inert. If a small part got into a town's water table before rotting away completely, it could cause strange hallucinations, and toys to be born as misfits.
  • Buried in the caverns of the Blissful Homogenate are a few bits of magical treasure too dull and/or cold to be homogenised. The Sceptre Of The Snow Miser turns a foot-wide sphere of solid matter into snow with a touch (exactly as horrid as it sounds). The Woadstone is a simple stone amulet which dyes you blue as long as it is worn. The Snow Deanimation Orb projects a league-wide field which annihilates the consciousness of any snow-based lifeforms.
  • The Blissful Homogenate has never been stirred to anger... to date. Characters who presented a genuine threat to it would find out how mobile it really is.

The Blissful Homogenate is stirred to move from its mountainside crevasse.


Rumours about this hex (1d6):

  1. The long-sought Fountain of Merriment really does exist, and it's closer than you'd think! A drop of its waters would leave you happy for the rest of your life.
  2. The Banshee Queen, whose voice was the demise of thousands, did not herself perish but is still alive somewhere in a hidden valley, kept alive by unnatural magics.
  3. There's a geothermal springs with miraculous healing properties deep in the mountains. Their waters can even heal a damaged spirit!
  4. Should a treetop angel be slain in anger by its brethren, the body's angelic halo can be snatched up by a mortal to grant an unearned textra life.
  5. Some deranged alchemist created a dangerous substance called Colourful Amalgamising Clay. If you survive a brush with it, your mind will be forever changed.
  6. A cabal of the world's most naturally cheerful people have a secret mountain retreat where they recharge their optimistic energy and make blood sacrifice to a great chthonic god.

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Credits

The text of this post is released under a Creative Commons BY (4.0) license. Do what you like with it as long as you follow the terms: credit me, link here, and link to the license.

Illustrations licensed from Alderdoodle (alderdoodle.co.uk), Amanda Lee Franck, Jose Eduardo "Jegs" Gonzalez, and Art SilverGlass / Sophie Grunnet. Some illustrations by Fernando Salvaterra - used with permission.

Sunday, 7 December 2025

Blogwagon: The Transient Snowfields

Merry hexmas! Here's a weird hex I made for Prismatic Wasteland's end-of-year blogwagon. Use it however you like! Creative commons license at the end. If you link one of your hex edges to mine, drop a comment or message me on Bluesky and I'll update the post!

Download link

If you'd like a copy of these Christmas hexes in PDF form, get it for free here: https://periapt-games.itch.io/hexmas-locations


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Summary

A highland region of magically-animated snow. It is home to a village of 'roblings', creatures cursed to compulsively steal. A dysfunctional team of researchers has travelled here in a gingerbread mecha, now broken down.

 

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Hex terrain description

This hilly region rises out of the rich pastures to the south and grassy steppe to the southeast. Here little grows beyond a dark moss, with snow always blanketing the ground.

The snowscape is dotted with missing patches, each one beginning a trail of footprints, as if areas of snow were getting up and walking away.

The region otherwise appears devoid of villages, hamlets, or other habitation. It rises higher into tall mountains at the northwest edge.

Connecting hexes

Description

The landscape is not-quite-beautiful. The sparkling white snow is thoroughly dotted with missing patches and criss-crossed with tracks. The wind gently sighs, except for when it's howling.

Transient snow can be found covering the hex. The large hilly snowfields look quite mundane, but are home to intelligent creatures who fall as snow during the night and collapse into quickly-dissolving piles of slush by the following afternoon.

The transient snow creatures all have names, personal stories lining up with hazy false memories of the world, and often relationships with each other. They have a dull understanding of the broader world, but only come to comprehend their own immediate mortality through the course of the day. Each has a unique appearance, as if bespokely made by a snow artist. They have equipment, clothing, and skills, all of which dissolves as the sun descends.


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Locale: The village of the roblings

Roblings are part mischievous goblin, part red-breasted robin, although they joke that there's more magpie than robin. Something in the genetic mix gives them tails and claws, too, and makes them taller than most humans. They're muscular and very quick, and with the aforementioned claws, each one is about as dangerous as a bear if it comes to a fight.

A grinning robling with a sack. Drawing by Jeff Koch.

These folk are all covered in long fur. Apart from a touch of red at the chest, they are dark green shading to black, the same colour as the moss and lichen under the snow. The roblings harvest those tiny plants, and hunt the reindeer that compete for it. They supplement their diets with small river fish and with sugared oranges of unclear origin.

Their village is two hundred roblings, of all ages. They hatch from knobbly hairy eggs, and their yurt homes have a nest-like look to them, low communal structures made from reindeer hides stitched with sinew, huge mammoth tusk struts, dried moss, and goose down.

The roblings are hospitable, but seem a little concerned that they are receiving visitors. A village elder will explain their circumstances:

  • Background: The roblings as a species are cursed with kleptomaniac episodes. They are individually compelled at random intervals to go to the nearest place where they think some valuable objects might be, taking a big sack, and loot it all in a mischievous frenzy. They then return to wherever they live and find they don't care about the things they've taken, feeling fairly embarrassed about it (but not inclined to give anything back).
  • Community: Because they are otherwise normal, the roblings don't like the outcomes from this behaviour. Their attempts to sublimate the urges failed, so a couple of generations ago they formed this community, leagues away from anywhere. A big part of their local culture consists of stealing from each other and the attendant little customs of going around to find their stuff again. Relatively few robling robberies now take place outside the village, but they have a big collection of things they stole in the past.
  • Transient snow: Because the ancestral curse is about stealing valuable things, the roblings can safely live here amongst the transient snow creatures. The creatures' snow equipment (which evaporates daily) is largely worthless, so the robling instinct never targets them.
  • History: The roblings were created in vats as an arcane experiment. Oral history says their creator was a genius archwizard whose hobby was thievery. She was betrayed by her apprentice who killed her, stole her powers, and abandoned the roblings for a new project, making some kind of huge mechanical baboon (see https://coppershaman.com/merry-hexmas-babbling-baboon/)


The roblings are smiling. Self-actualised. Happy with the niche they've carved out for themselves. They only admit to two worries:

  1. In the distant future, population growth could have them brushing up against regions with other kinds of people, with friction as a result. They'd like to find a way to lift their curse if they could.
  2. More immediately, some big, pricy, well-defended target could come along, prove irresistible, and the village would suffer some violent retaliation after robbing it. (They don't know about the W.A.I. gingerbread mech yet – see below)

If you could somehow alleviate either fear, you'd have the gratitude of a lot of interesting people.

Notable items stolen from the outside world by roblings (1d10):

  1. Mrs Clause's rocking chair. She probably wants it back, but it's pretty heavy and unwieldy.
  2. Treacle hourglass. Ornate ceremonial timepiece. The dark liquid very slowly flowing through it has almost finished counting down a decade.
  3. Sack of large rubies and sapphires. Used as 'practise gems' by an apprentice gnome lapidary, they are all quite misshapen or in some cases have been split in half. Still valuable.
  4. A set of telescope lenses once belonging to the Snow Miser (see https://tbr.bearblog.dev/merry-hexmas-blog-bandwagon-snow-misers-houseboat/)
  5. Two large golden rings, from a set of five. A recent political intrigue is said to have revolved around them. Sounds like a tall tale to you.
    Gold ring.
  6. A taxidermied chimerical denizen of some nightmarish realm. This particular chimera has the glassy-eyed head of a reindeer, body of a giant penguin, and feathers of a turkey, duck, and chicken combined. It also has human arms, holding a knife and fork.
  7. Trunk-sized golden key to the city of Sniffleheim, fortified ancestral home of the frost giants. Etched on one side with the Sniffleheim coat of arms (a stylised scowl) and on the other with "Property of Jarl Keith".
    Gold key.
  8. Tongs of the Heat Miser. Magically room-temperature kitchen tongs. Once used by this mysterious figure to manipulate objects without melting them into white-hot blobs, before he learned a measure of control over his eldritch power.
  9. Bottomless Pouch of Sugared Oranges. Vital to the roblings, who use it to supplement their moss-based diet with extra calories and vitamins.
    Orange.
  10. Single-use doomsday device stolen from the Red Lord (see https://magnoliakeep.blogspot.com/2025/11/blog-bandwagon-orcish-toy-factory.html). Ugly pear-shaped mess of steel pipes, loose wires, and warning symbols. If activated, it instantly tinselifies all organic life in a six-league radius, leaving nothing but glittering strands and a mass of fused slag at the epicentre.

 

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Locale: A curious expedition

A campsite huddles around the legs of a massive gingerbread mecha. The five-storey-tall delicious biscuit robot is currently immobile.

Houses a research party from the Weather Advancements Institute (W.A.I.), here to study the magical properties of the snow. They are competing with the North Pole Ironworks and the Hannukademy for funding, and would offer trade tips and small favours for news about either group or for leads on new sources of private equity.

The gingerbread mecha is a quadrupedic walking vehicle constructed from pastry, icing, spun sugar, high-tensile marzipan, and rolled steel. The inside smells like a holiday drink made from hot machine oil. The mecha broke down slightly short of its destination two leagues further into the snowfield, so the expedition has set up camp here while mechanic Grace tinkers with it.

The mecha is armed with a devastating heat ray and six pop-out autocannon turrets which lob chocolate shells at an unbelievable rate of fire. Part of an experimental fleet belonging to the Heat Miser, who contracted the design out to the W.A.I., funded the construction, and leased it back in a sweetheart deal.

Gingerbread mecha. Art by Evlyn Moreau.

Weather Advancements Institute team members (1d8):

  1. Dr Margrit Blithely. Principal investigator. Stressed out. Really needs this expedition to work. Has only just found out about the roblings and is worried there could be a violent clash. The mecha has autonomous defences which can't be deactivated.
  2. Thab Xnox. Research assistant. Hammock enthusiast. Has raised laziness to an artform. Motivated by nothing but new excuses not to do his job.
  3. Magus Kaleb Baiseen. Academic wizard. Fascinated with the elements. His life's work is the construction of a periodic table partitioned along the lines of which elements can or cannot be animated or summoned.
  4. Jennet Jensdottir. Meteorologist. Seven feet tall, platinum blonde, glittering celebrity smile, mind like a steel trap. Sociopath. Prolific writer. Managing editor for a journal of sorcerous metereology.
  5. Dward Blue. Former jolly postman. Current grouchy mech driver. Chain smoker. Mood made worse by the expedition's limited stock of booze and their current inability to get out of here on a moment's notice if anything goes wrong.
  6. Grace Isthmus. Gingerbread mechanic. Green-skinned and covered in warts. Wears black overalls, bright red sequinned shoes, a permanent grin. Omnidirectionally overoptimistic. Very confident. Loves her job. Currently trying to work out why the gingerbread engine in Knee #3 won't start.
  7. Snid Kipper. Dogsbody. Young, anxious, splay-eared. Self-consciously amateur bagpiper and even more amateur poet. Very earnest.
  8. Chunk. Team mascot. Salamander. Little salamander collar with her name on it. Sleeps in the main boiler. Eats coal kibble. Very fat.

 

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Random hex encounters (1d10):

Five transient snow creatures (the first five entries of the table below). Illustrations by Milkyblood.

  1. Jessica Bonechill. Transient snow creature in the form of an axe-wielding skeleton. Mercenary for hire, briefly. She wears a windbreaker and complains of the cold.
  2. Magus Glace von Zephyrous. Transient snow creature in the form of a pretentious floating wizard. Capable of casting up to fourth level spells, but will thoroughly indulge his fondness for riddles before being any help at all.
  3. Mister Hiphup. Transient snow creature in the form of a snowman. Hiking through the snow, eager to explore this new world he has found himself in, unaware he will live only a few more hours
  4. Megafrosty. Transient snow creature in the form of a gigantic three-headed snowman. Sings in a robotic voice. Has false memories of having lived thirty centuries. Dislikes solemnity and may attack the maudlin.
  5. Ia Snowhorn. Transient snow creature in the form of a fearsome ice centaur. He is struggling to traverse the snow on icicle legs which sink knee-deep with every stride.
  6. Kel Brittlegrasp. A young wandering robling, curious about foreigners.
  7. A small team of gnomes wearing piping hot steamsuits for warmth. They are crossing the snow on coal-burning sledges on a long journey to the big city. All of them are accomplished builders and interior designers, absolutely desperate for work (perhaps at a place like this).
  8. Three roblings (Bok, Twik, and Winston) armed with spears and big empty sacks, stalking a small herd of reindeer across the snow.
  9. A small herd of reindeer.
  10. Snid Kipper from the W.A.I., looking for a bit of solitude to practise the bagpipes. He keeps bumping into slightly simple-minded transient snow creatures and is finding it hard to shake them.



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Rumours about this hex (1d8):

  1. There's a whole town of grinning demons out beyond the steppe, dark green like the algae-slick walls of an old well. They live to steal.
  2. A privately-funded research group has sent an expedition armed with gingerbread technology after something valuable out in the deep snowfields.
  3. There's a place where the snow gets up and walks around, asking confused questions.
  4. There was a string of odd thefts a couple of decades ago. Mrs Clause's rocking chair. The key to the city of Sniffleheim. The Tongs of the Heat Miser. Things that have never been fenced.
  5. Some strange naive chap walked down from the hills. He was white as snow and dressed in strange baubles. He got drunk enough at the public house to cause problems, and couldn't pay his tab. When they opened up the gaol cell the next day there was nothing left of him but a puddle.
  6. The Red Lord has been furious about a break-in which he was never able to avenge. He's put a big bounty on the head of something called a 'robling'.
  7. If you find a place where odd folk are birthed from the snow itself, the flowering lichen there should be cut under a full moon, dried, powdered, and burned as incense. You'll have oracular visions.
  8. Up beyond the snowline there's an orc spawning pit that went wrong and all the orcs there are obsessed with theft.


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Credits

The text of this post is released under a Creative Commons BY (4.0) license. Do what you like with it as long as you follow the terms: credit me, link here, and link to the license.

The illustrations incorporated here are by Alderdoodle (alderdoodle.co.uk), Joe-Austin Flynn (www.patreon.com/c/u95234086/), Evlyn Moreau (www.patreon.com/c/evlynmoreau/), Steven Colling (https://stevencolling.itch.io/), and Jeffrey Koch (https://legacy.drivethrurpg.com/browse/pub/26533/Jeff-Koch-Stock-Art). Used with permission.

Monday, 3 November 2025

Wikipedia rabbit holes

Earlier this year I published two strange fantasy zines, Wiki Articles Are Wizards [citation needed] and its companion volume, 30 Wicked Wizards.

 

In researching and playtesting for these zines, I ended up going down dozens of Wikipedia rabbit holes. I've selected more than fifty articles that are great in their own right and/or lead to all sorts of interesting information if you start poking around.

Some of them would translate into very interesting fantasy ideas. (Giant virus! Unstoppable metal-eating plague! Artefacts powered by magic smoke!) They might make useful jumping-off points for your next game.

For your perusal, a big list of links:

Enjoy!

Friday, 31 October 2025

Overzealous: Your cult has no chill!

You are a long-forgotten god. You’re benevolent and mighty, and ready to manifest in the mortal world! Unfortunately, the cult of worshippers who aim to summon you are weird, bloodthirsty fanatics.

Your cultists sure are OVERZEALOUS!

 

Here comes trouble! Cartoon cultists engaged in various kinds of mayhem
 

A pen-and-paper game

This is a solo RPG I've been developing, which revolves around dealing with your overenthusiastic cultists. It's tightly focused on dice-based cartoon mayhem!

You play to win, trying to keep your cult on track. If you fail, it'll all fall apart, sending you back into the sleep of centuries. There's light colony management aspects, lots of random tables, and a chaotic energy to gameplay.

 

Book covers mockup

 

My aim with this Kickstarter project is to pay for the costs of layout and print production. Sign up for notifications to get the game at a cheaper price and directly support my work!

https://www.kickstarter.com/projects/periaptgames/overzealous-your-cult-has-no-chill?ref=dhl826 

 

Book interior mockup

"You don't get to choose your worshippers"

👁️ Watch from the void. Puzzle over the bizarre squabbles of your followers.

👁️ Gently guide them towards your immanentisation.

👁️ Try to keep them on track. Wait, are they stabbing each other again? Damn it.

 

Two cartoon cultists worship an eldritch being
 

 

Saturday, 18 October 2025

One more generative AI rant for the pile

(this one's about summarising text)

LLM chatbots – that is AI, in the same sense that we could just start saying "doctors" to refer specifically to orthopaedic wrist surgeons if we collectively decided to – 

LLM chatbots continue to slosh about the world. I used to try them out intermittently to see if they were any good.

My contact with the technology is only incidental these days. To wit:

  • If you google old phrases and terminology in English, a LLM chatbot will still confidently weigh in with completely spurious "definitions" because they're not well-represented in the training data.
  • If you google modern bits of even slightly less-discussed technical knowledge like "does a Kickstarter project video appear on the prelaunch page", a LLM will still confidently tell you the opposite of the truth.
  • If you need customer support or anything that even looks like customer support, there is an extra quarter-hour minimum of wasted bot effort before you can get it.

Nothing I've seen has suggested the technology has fundamentally changed.

 

A monkey writes on a scroll. Image by John Batten.
He can't be wrong, he writes so confidently.

 

In the previous edition of discussing the emperor having no clothes, I mentioned  

[Wikipedia] editors pointed out that the LLM summaries generally ranged from 'bad' to 'worthless' by Wiki standards: they didn't meet the tone requirements, left out key details or included incidental ones, injected "information" that wasn't in the article, and so on

and 

bureaucratic wonks note that genAI can't summarise text. It shortens it and fills in the gaps with median seems-plausible-to-me pablum. The kind you get when you average out everything anyone has ever written on the internet.

I recently saw an AI booster shuffle their position back to "at least it's good for summarising, it's going to completely replace human effort there". With that motivation, let's drill down a bit.


In (a) summary

Let's not bury the lede. LLM chatbots can't produce good summaries. Sometimes by chance yes, but not reliably. Summarising, like everything, is a skill-based task, and of the various capabilities required to do it well, LLMs lack four of the most important.

1. LLMs won't reliably retain important structure or order in which information is presented. They will just haphazardly obliterate implicit linkages. They will even occasionally discard explicit structures, as when the text itself points out that C follows from A and B, and therefore D.

2. LLMs can't identify the most important information in a text (a necessary first step to preserving it in the summary). In a good summary, certain content "should" be retained, certain content compressed, and the remaining content discarded. Vital information generally isn't identified within the text in a way that's detectable without broader context, language skills, and understanding of the world. Even when it is, e.g., in texts where repetition of a word corresponds directly to importance, or phrases like "this is vital information" are always appended, LLMs still aren't guaranteed to retain important details! And the same applies to cutting out unimportant information.

3. LLMs can't stick to the source text, that is, the content they're meant to be summarising. Because they just generate text (by predicting which bits of text should come next, based on an enormous model of which bits tend to come after which bits, hence 'language model'), there's no internal representation of Things 'In' The Language Model versus Things 'In' The Text To Be Summarised, and no impetus to perform computational operations that keep them separate where appropriate. All of which is to say that as well as not including things that should be in a summary, an LLM will readily include things that shouldn't be. Oops

3(corollary). That includes things that aren't true. Oops(corollary)

4. LLMs will sometimes just negate statements for no clear reason. When processing text, e.g. when directed to "summarise", they'll turn a claim into the opposite claim. I think what's going on here is that a statement and its negation are syntactically and semantically similar, even though their meanings are devastatingly dissimilar. Too bad LLM technology doesn't get meanings involved, instead just taking a probabilistic walk through a model of language features like, oh I don't know, syntax and semantics!

Note what these four crucial capabilities have in common. It's the reason why LLMs can't do them. That's right, they require understanding to do properly.

Or if not understanding, then at least computational models of understanding, like formal reasoning over symbolically-encoded domain knowledge including useful axioms. I mention this because classic AI systems (planners, searchers, problem solvers, etc) can do just that, in their various limited ways. They symbolically represent domain information and then perform operations on those symbols which can then give something potentially useful back once related back to domain information.

And those systems are limited, yes, but LLMs don't do 'understanding' at all. As far as I can tell, on the back of a postgrad compsci degree and a few days spent reading and partly understanding the computational basis, this is a fundamental limitation of the technology. One which can't just be fixed, but which would need a whole new (at most LLM-inspired) technology to overcome. For exactly the same reason why AI "hallucinations" can't be fixed.

 

Presummary (a digression)

This technical basis of how LLMs work also explains something else. These chatbots are particularly bad at "summarising" documents which contain surprising content.

By surprising content, I mean...

➡️ Statements seeming to defy common wisdom. Things that are the opposite of statements well-represented in the training data. When X is generally true of a field, but your text describes how ¬X is true of some narrow subfield or specific context, you'll see an LLM "summarise" X into ¬X more frequently.

➡️ Deliberate omissions of things that are usually in correlating training data documents. If your text looks like a text of type blarg, and blarg texts in the training data typically report on X, but you have not reported on X for your own reasons, an LLM is likely to just make something up about X while "summarising".

➡️ Unusual pairings of form and content. Performance degrades the more you ask an LLM to do something novel.

➡️ Context-sensitive language like metonyms and homographs. When X is a big important noun well-represented in the training data and X refers to something else in the text, you'll see an LLM (appear to) get confused by the statements about X its produces for the "summary".

➡️ Nontextual information content. The LM stands for language model. If you have a report that includes and discusses images and diagrams, a chatbot might be able to stop and parse those, and then incorporate its own description of the image as part of the text to be summarised, and maybe even put images back in the summary. But you'll nonetheless end up with a worse output.

 

In summary (but for real)

So LLM chatbots can't be (consistently, reliably, etc) good at summarising.

Of course people who don't know what a good summary is might not notice this; likewise people who possess the skill but don't carefully check the job they told it to do.

(I would argue that in either case, if the task was worth doing to begin with, you should prefer the task not getting done to having no idea whether your document is a good, adequate, or terrible summary)

Anyway this is why you may have seen people who do know what a good summary is point out that LLMs actually "shorten" text rather than "summarise" it. I'm not certain but I think the first time I saw this was in one of Bjarnason's essays.

The sentiment "this technology sure can't do [thing I am skilled at] for shit, but I guess it might be good at [thing I don't know about]" will continue to carry the day as long as people let it

I'll self-indulgently close by quoting myself again:

A lot of people with a lot of money would like you to think that genAI chatbots are going to fundamentally change the world by being brilliant at everything. From the sidelines, it doesn't feel like that's going to work out.


Tuesday, 14 October 2025

1d20 Megadungeon Safety Code Violations

It's almost as if the archlich-in-chief didn't have everyone's safety in mind!

(Lousy no-good penny-pinching archlich-in-chief.)

 

Safety warning sign. Finger crush hazard.

 1d20 Issues The Inspectors Bring Up In Their Initial Report:

  1. Sixteen cases of poisoned darts shooting from walls without warning signage 
  2. Lit torches in corridor RM-70-B burning within two metres of hanging tapestries
  3. Thirty-storey staircase lacks railing or other cordon around open stairwell
  4. Inadequately ventilated throughout (see attached list of 781 affected rooms)
  5. Chasm bridge constructed from inadequate materials. Code requires use of steel cable, tethers
  6. Insufficient drainage ducting to prevent floods on floors B2 through B29  
  7. As-built construction plans yet to be lodged with regional fire rescue co-ordinators
  8. Shrine Of Darkness should be electrically insulated against celestial lightning
  9. Enormous boulder insufficiently shored up with mechanical apparatus; risk it could fall and roll
  10. Hellfire conjuration chamber not adequately equipped with hellfire suppression equipment
  11. Giant mushrooms pose unacceptable spore allergen/asphyxiation risk
  12. Several parts of floor B30 are exposed to magma flows (not a safety code violation; brought up as a point of overall concern)
  13. Unholy Water Cistern not shielded against heavy metals found in local groundwater 
  14. Too few first aid kits (three per floor; code calls for five)
  15. Human remains not maintained at morgue temperatures, and allowed to move around freely
  16. Floor B7 torture chambers not accessible by ramp or elevator
  17. Cursed font of immortality lacks fence to prevent accidental drownings
  18. Black, yellow, ochre, blue, umbral, and invisible mold found in food preparation areas
  19. High-visibility safety lines should be painted in zones where ambulatory juggernaut roams
  20. Giant talking stone head is blocking fire exit
 
 Safety warning sign. Lurking alligator.

(Yikes. Well at the pace stuff gets fixed around here, better hope they shut the worksite down before someone gets hurt.)