diff --git a/keystatic.config.ts b/keystatic.config.ts index 7fcb3af..4580938 100644 --- a/keystatic.config.ts +++ b/keystatic.config.ts @@ -10,7 +10,7 @@ export default config({ ui: { navigation: { General: ['articles', 'pages'], - Crucible: ['cr_elements'], + Crucible: ['cr_elements', 'cr_kindred', 'cr_heritages', 'cr_languages'], }, }, collections: { diff --git a/markdoc.config.mjs b/markdoc.config.mjs index 206c7cd..c90461c 100644 --- a/markdoc.config.mjs +++ b/markdoc.config.mjs @@ -44,7 +44,7 @@ export default defineMarkdocConfig({ TableWrapper: { render: component('./src/components/markdoc/TableWrapper.astro'), attributes: { - variants: { type: Array }, + variant: { type: String }, }, }, Sidenote: { diff --git a/src/components/crucible/KindredBox.astro b/src/components/crucible/KindredBox.astro new file mode 100644 index 0000000..118614d --- /dev/null +++ b/src/components/crucible/KindredBox.astro @@ -0,0 +1,209 @@ +--- +import type { CollectionEntry } from "astro:content"; + +interface Props { + crucible: CollectionEntry<'kindred'>['data']['crucible'] +} + +const formatElements = (elements: string[]) => { + if (elements.length === 0) return ''; + if (elements.length === 1) return `[${elements[0]}]`; + return `[${elements.join('+')}]`; +}; + +const {crucible} = Astro.props; +const {deviations, drive, gifts, leftover} = crucible; +--- +
+

Deviations

+
+ {deviations.map((dev) => + <> +
+ {dev.axis.toLocaleUpperCase()}: + {dev.position} +
+
+

+ {dev.theme.name} + {formatElements(dev.theme.elements)} +

+

{dev.theme.manifestation}

+
+ + )} +
+

Drive

+

+ + {drive.name} + + + {formatElements(drive.elements)} + +

+

{drive.manifestation}

+

Gifts

+
+ <> + {gifts.map((gift) => ( + <> +
+ + {gift.name} + + + {formatElements(gift.elements)} +
+
{gift.description}
+ + ))} + +
+

Leftover

+ + + + + + + + + + + + + + + + + + + + + +
SoulBodySpiritAetherAirEarthFireWater
{leftover.soul}{leftover.body}{leftover.spirit}{leftover.aether}{leftover.air}{leftover.earth}{leftover.fire}{leftover.water}
+
+ + diff --git a/src/components/markdoc/TableWrapper.astro b/src/components/markdoc/TableWrapper.astro index beeeb79..4b8090e 100644 --- a/src/components/markdoc/TableWrapper.astro +++ b/src/components/markdoc/TableWrapper.astro @@ -1,12 +1,12 @@ --- interface Props { - variants: string[]; + variant: string; } -const { variants = [] } = Astro.props; -const classes = variants.filter((v) => v !== "default") +const { variant } = Astro.props; + --- -
+
diff --git a/src/content.config.ts b/src/content.config.ts index 56740b1..41dffe2 100644 --- a/src/content.config.ts +++ b/src/content.config.ts @@ -73,4 +73,116 @@ const elements = defineCollection({ }), }); -export const collections = { articles, pages, elements }; +const kindred = defineCollection({ + loader: glob({ + pattern: '**/index.mdoc', + base: './src/content/crucible/kindred', + }), + schema: baseArticleSchema.extend({ + crucible: z.object({ + baseline: z.boolean().default(false), + deviations: z.array( + z.object({ + axis: z + .enum([ + 'size', + 'lifespan', + 'reproduction', + 'habitat', + 'metabolism', + 'attunement', + 'cognition', + ]) + .default('size'), + position: z.string(), + theme: z.object({ + name: z.string(), + elements: z.array(z.string()).default([]), + manifestation: z.string(), + }), + }), + ), + drive: z.object({ + name: z.string(), + elements: z.array(z.string()).default([]), + manifestation: z.string(), + }), + gifts: z.array( + z.object({ + name: z.string(), + elements: z.array(z.string()).default([]), + description: z.string(), + }), + ), + leftover: z.object({ + soul: z.number().default(0), + body: z.number().default(0), + spirit: z.number().default(0), + aether: z.number().default(0), + air: z.number().default(0), + earth: z.number().default(0), + fire: z.number().default(0), + water: z.number().default(0), + }), + }), + }), +}); + +const languages = defineCollection({ + loader: glob({ + pattern: '**/index.mdoc', + base: './src/content/crucible/languages', + }), + schema: baseArticleSchema.extend({ + crucible: z.object({ + root: z.string().optional(), + namebase: z.object({ + min: z.number().default(4), + max: z.number().default(8), + double: z.string(), + multi: z.number().default(0), + names: z.string(), + }), + }), + }), +}); + +const heritages = defineCollection({ + loader: glob({ + pattern: '**/index.mdoc', + base: './src/content/crucible/heritages', + }), + schema: baseArticleSchema.extend({ + crucible: z.object({ + kindred: z.string().optional(), + foundation: z + .object({ + name: z.string(), + elements: z.array(z.string()).default([]), + description: z.string(), + }) + .optional(), + age: z.string().optional(), + language: z.string().optional(), + materia: z.object({ + soul: z.number().default(0), + body: z.number().default(0), + spirit: z.number().default(0), + aether: z.number().default(0), + air: z.number().default(0), + earth: z.number().default(0), + fire: z.number().default(0), + water: z.number().default(0), + }), + }), + }), +}); + +export const collections = { + articles, + pages, + elements, + kindred, + languages, + heritages, +}; diff --git a/src/content/articles/adornments/index.mdoc b/src/content/articles/adornments/index.mdoc new file mode 100644 index 0000000..b97a6d5 --- /dev/null +++ b/src/content/articles/adornments/index.mdoc @@ -0,0 +1,194 @@ +--- +title: Adornments +summary: personal decoration; body modification; worn identity +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel + - Discipline + - Craft +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how people decorate, modify, and mark their bodies; the most personal and visible expression of cultural identity + +## Random Generation +1. **Roll category =>** marks, grooming, worn, display +2. **Roll entry =>** specific adornment within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### Category +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Marks**](#marks) +- permanent body alteration; what you can't take off +--- +- 2 +- [**Grooming**](#grooming) +- tempoary or renewable body decoration; what you maintain +--- +- 3 +- [**Worn**](#worn) +- objects carried or hung on the body; what you put on +--- +- 4 +- [**Display**](#display) +- clothing and presentation markers; what you wear to be read +{% /table %} +{% /TableWrapper %} + +### Marks +- permanent body alteration; what you can't take off +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Adornment +- Description +--- +- 1 +- **Tattoos** +- permanent ink markings; deed records, clan marks, protective wards, status indicators +--- +- 2 +- **Scarification** +- raised scar patterns; ritual passage, clan identity, mourning, beauty +--- +- 3 +- **Branding** +- burn marks; ownership, initiation, punishment, membership +--- +- 4 +- **Piercing** +- metal, bone, or stone through flesh; status, beauty, rirual significance +--- +- 5 +- **Body Shaping** +- cranial binding, neck elongation, foot binding, filed teeth; beauty standards, elite markers +--- +- 6 +- **Dental Modification** +- gold teeth, gemstone insets, filed points, removed teeth; status, intimidation +{% /table %} +{% /TableWrapper %} + +### Grooming +- tempoary or renewable body decoration; what you maintain +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Adornment +- Description +--- +- 1 +- **Hairstyles** +- braids, shaves, locks, topknots; encoding status, age, role, marital status +--- +- 2 +- **Facial Hair** +- styled beards, ritual shaving, mustache forms; gender roles, status, religious requirement +--- +- 3 +- **Body Paint** +- tempoary pigment +--- +- 4 +- **Cosmetics** +- kohl, ochre, chalk, lip stain; beauty, status, ritual preparation, intimidation +--- +- 5 +- **Perfume/Scent** +- sacred oils, attraction scents, ritual herbs, status aromatics +--- +- 6 +- **Bells/Chimes** +- worn sound-makers; announcement of presence, sacred purpose, rank +{% /table %} +{% /TableWrapper %} + +### Worn +- objects carried or hung on the body; what you put on +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Adornment +- Description +--- +- 1 +- **Jewelry** +- rings, necklaces, bracelets, anklets; wealth display, clan tokens, protective charms +--- +- 2 +- **Amulets/Talismans** +- protective objects worn close; warding, luck, divine connection +--- +- 3 +- **Trophies** +- beast parts, enemy tokens, ancestor relics; proof of deeds; intimidation +--- +- 4 +- **Fetish Objects** +- charged or sacred small items; personal power, spiritual connection +--- +- 5 +- **Masks** +- ceremonial, theatrical, war, spirit-channeling; transformation, anonymity, authority +--- +- 6 +- **Veils/Wraps** +- concealment of face or body; modesty, status, sacred boundarym mourning +{% /table %} +{% /TableWrapper %} + +### Display +- clothing and presentation markers; what you wear to be read +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Adornment +- Description +--- +- 1 +- **Color Coding** +- specific colors for rank, role, clan, sacred status, taboo +--- +- 2 +- **Fabric/Material** +- who wears what material indicates class, role, religious standing +--- +- 3 +- **Insignia/Emblems** +- sewn or pinned markers; institutional membership, rank, achievement +--- +- 4 +- **Weaponry Display** +- carried weapons as status symbols; martial identity, deterrence +--- +- 5 +- **Headwear** +- crowns, hoods, veils, helms, wraps, hats; authority, modesty, profession, sacred office +--- +- 6 +- **Footwear** +- sandals, boots, bare feet, platform shoes; class distinction, terrain adaption, ritual purity +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/ancestry/index.mdoc b/src/content/articles/ancestry/index.mdoc new file mode 100644 index 0000000..ebf1154 --- /dev/null +++ b/src/content/articles/ancestry/index.mdoc @@ -0,0 +1,1087 @@ +--- +title: Ancestry +summary: >- + An Ancestry is a specific culture within a broader Heritage – the detailed + society with its own history, subsistence, capabilities, and cultural + identity. +cover: + showInHeader: true +publishDate: 2026-03-18T08:33:00.000Z +status: published +isFeatured: false +parent: calcination +tags: + - Crucible Stage + - Generation + - Culture + - Ancestry + - Calcination +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- **Ancestry =>** specific culture within _Heritage_ – detailed society with own history, subsistence, capabilities, and cultural identity +- _Provides:_ + - Subsistence + - Historical Epicycles + - Traditions + - Relationships + - Ethos + - Cultural Values +- **Key Principle:** Ancestry (and heritage) are defined by customs and shared culture, not blood or appearance + +## Procedure +1. [Heritage](#step-1-Heritage) +2. [Epicycles](#step-2-epicycles) +3. [Generate Materia](#step-3-generate-materia) +4. [Ethe](#step-4-ethe) +5. [Spend Materia](#step-5-spend-materia) +6. [[Optional]: Apply Tincture](#step-6-apply-tincture) + +## Step 1: Heritage +- Ancestry inherits _Heritage's Materia_ as follows: +- **Domain =>** »Does this Ancestry occupy the same domain as its Heritage?« + - *same domain:* inherit heritage pool unchanged + - *different domain:* exhange tokens for difference; compare actual material conditions against heritage; each different environmental factor, swaps the heritage token for new one +- **Kindred =>** add _leftover tokens_ from _Kindred_ + +### Climate + +{% TableWrapper variant="default" %} +{% table %} +- Climate +- Essence +- Material Pressure +--- +- **Arctic** +- *Aether* +- existence at the threshold; survival itself becomes sacred +--- +- **Arid** +- *Earth* +- total material scarcity; every resource held and measured +--- +- **Continental** +- *Aether* +- ordained extremes; submit to the pattern or perish +--- +- **Mediterranean** +- *Air* +- open exchange; ideas, people, goods move freely +--- +- **Monsoon** +- *Water* +- deluge and drought; the river's rhythm is the only law +--- +- **Oceanic** +- *Air* +- mild, permeable, maritime; the invisible medium carries everything +--- +- **Semiarid** +- *Fire* +- insufficiency refines; burns away what doesn't work +--- +- **Subarctic** +- *Earth* +- frozen weight; the ground itself resists you +--- +- **Subtropical** +- *Water* +- fecundity that saturates; channel the abundance or drown in it +--- +- **Tropical** +- *Fire* +- the land consumes everything you build; nothing rests +{% /table %} +{% /TableWrapper %} + +### Topography + +{% TableWrapper variant="default" %} +{% table %} +- Topography +- Prime +- Material Pressure +--- +- **Lowlands** +- *Body* +- water collects, civilization accumulates; the land holds and persists +--- +- **Plains** +- *Soul* +- nothing shelters; self-reliance, individual exposed to the horizon +--- +- **Hills** +- *Spirit* +- rolling between; transitional, fragmented, uncommitted ground +--- +- **Highlands** +- *Soul* +- isolated plateau; fierce self-suffiency; cut off and defiant +--- +- **Mountains** +- *Spirit* +- the barrier that transforms what crosses it; threshold terrain +--- +- **Badlands** +- *Body* +- stripped to what endures; the skeleton the land can't lose +{% /table %} +{% /TableWrapper %} + +### Biome + +{% TableWrapper variant="default" %} +{% table %} +- Biome +- Essence +- Material Pressure +--- +- **Barren** +- *Fire+Aether* +- consumed to nothing; existence at the threshold +--- +- **Tundra** +- *Earth+Air* +- frozen ground under scouring wind; weight and exposure +--- +- **Shrublands** +- *Fire+Air* +- scarcity burns and disperses; nothing accumulates +--- +- **Grasslands** +- *Earth+Water* +- deep soil fed by rain and river; the fertile foundation +--- +- **Savanna** +- *Fire+Water* +- cyclical burn meets cyclical flood +--- +- **Wetlands** +- *Water+Aether* +- saturated, liminal; boundaries dissolve +--- +- **Forest** +- *Earth+Fire* +- dense mass; slow consumption on the floor +--- +- **Rainforest** +- *Water+Air* +- overwhelming flow; vertical complexity +--- +- **Taiga** +- *Earth+Aether* +- frozen persistence at the edge of the habitable +{% /table %} +{% /TableWrapper %} + +### Subsistence +{% TableWrapper variant="default" %} +{% table %} +- Subsistence +- Prime +- Material Pressure +--- +- **Foraging** +- _Soul_ +- survival depends on individual knowledge; what one person knows feeds everyone +--- +- **Hunting** +- _Soul_ +- small groups, high stakes; each outing risks life for meat +--- +- **Fishing** +- _Soul_ +- solitary or small-crew work; reading water, weather, and timing alone +--- +- **Raiding** +- _Soul_ +- wealth taken, not produced; every gain is someone else's loss +--- +- **Agriculture** +- _Body_ +- labor locked to land; surplus stored, seasons endured, fields inherited +--- +- **Industry** +- _Body_ +- raw materials consumed, finished goods accumulated; infrastructure outlasts workers +--- +- **Mining/Quarrying** +- _Body_ +- wealth extracted from beneath; backbreaking labor for what the ground won't give willingly +--- +- **Forestry** +- _Body_ +- slow harvest, long cycles; what you cut today was planted by the dead +--- +- **Horticulture** +- _Spirit_ +- diverse yields, constant adjustment; the garden demands response, not repetition +--- +- **Pastoralism** +- _Spirit_ +- the herd dictates movement; settle and they starve, follow and you survive +--- +- **Commerce** +- _Spirit_ +- nothing produced, everything moved; wealth exists only in circulation +--- +- **Seafaring** +- _Spirit_ +- livelihood bound to currents, winds, seasons no one controls; the ship goes where the sea allows +{% /table %} +{% /TableWrapper %} + +## Step 2: Epicycles +- **Epicycle =>** complete historical arc; crisis reshapes, triumph rewards, prosperity concentrates, decline strips away +- modifies the _Materia_ – tokens added, removed, transformed, polarized +- older _Ancestries_ experience more _Epicycles;_ younger ones carry less history but spend more efficiently +- _Materia_ is the one engine; _Epicycles_ feed into it, not around it + +### Procedure +1. [Determine Age](#step-i-age) – sets Epicycle count and spending efficiency +2. [Roll Epicycles](#step-ii-roll-epicycles) — process each complete cycle, then incomplete phases + +#### Step I: Age +- **Age =>** Epicycle count + spending efficiency +- **Efficiency =>** how many tracks each token reaches; old cultures = deep grooves, young cultures = everything overlaps + +#### Age Table +{% TableWrapper variant="default" %} +{% table %} +- Age +- Complete Epicycles +- Incomplete Phases +- Efficiency +--- +- **Primordial** +- `1d4` +- `1d4` +- _Calcified_ +--- +- **Immemorial** +- `1d3` +- `1d4` +- _Calcified_ +--- +- **Ancient** +- `1d3−1` +- `1d4` +- _Tempered_ +--- +- **Elder** +- `1d3−1` +- `1d4` +- _Tempered_ +--- +- **Middle** +- `1d2−1` +- `1d4` +- _Tempered_ +--- +- **Late** +- `1d2−1` +- `1d4` +- _Fluid_ +--- +- **Recent** +- `0` +- `1d4` +- _Fluid_ +{% /table %} +{% /TableWrapper %} + +- **Complete Epicycles =>** full four-phase arcs _(Crisis -> Triumph -> Golden Age -> Fall)_ +- **Incomplete Phases =>** current ongoing cycle; roll `1d4` + +##### Incomplete Phase Table + +{% TableWrapper variant="random" %} +{% table %} +- 1d4 +- Phases +- Theme +--- +- **1** +- _Crisis_ only +- currently facing existential threat +--- +- **2** +- _Crisis + Triumph_ +- recently victorious; at turning point +--- +- **3** +- _Crisis + Triumph + Golden Age_ +- at cultural peak; fall looming +--- +- **4** +- _Full Epicycle_ +- complete bonus _Epicycle_ +{% /table %} +{% /TableWrapper %} + +### Essence Affinities +- every _Essence =>_ two affiliates, two non-affiliates; provides routing +- **Affiliates =>** amplify together; fail together; collateral damage +- **Non-affiliates =>** where crisis push; what golden ages neglect +- **Routing =>** target absent -> substitute nearest _Affiliate;_ cascade until hit; pool too thin for any connection -> addition with no removal (extremely rare) + +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Affiliated +- Non-Affiliated +--- +- **Earth** +- Fire, Aether +- Water, Air +--- +- **Fire** +- Air, Water +- Earth, Aether +--- +- **Water** +- Aether, Earth +- Fire, Air +--- +- **Air** +- Earth, Fire +- Water, Aether +--- +- **Aether** +- Water, Air +- Earth, Fire +{% /table %} +{% /TableWrapper %} + +### Shared Dice +- all phases use the same targeting tables + +#### Primes +{% TableWrapper variant="random" %} +{% table %} +- 1d3 +- Prime +--- +- **1** +- _Soul_ +--- +- **2** +- _Body_ +--- +- **3** +- _Spirit_ +{% /table %} +{% /TableWrapper %} + +#### Essence +{% TableWrapper variant="random" %} +{% table %} +- 1d5 +- Essence +--- +- **1** +- _Earth_ +--- +- **2** +- _Fire_ +--- +- **3** +- _Water_ +--- +- **4** +- _Air_ +--- +- **5** +- _Aether_ +{% /table %} +{% /TableWrapper %} + +### Step II: Epicycles +- process each complete Epicycle: _Crisis -> Triumph -> Goden Age -> Fall_ +- then incomplete phases up to the rolled number +- final incomplete phase => the ancestry's **present** + +#### The Four Phases +{% TableWrapper variant="default" %} +{% table %} +- Phase +- Mechanic +- Character +--- +- **Crisis** +- *Reshape* +- transformation, not destruction +--- +- **Triumph** +- *Gain* +- something new seized +--- +- **Golden Age** +- *Concentrate* +- success narrows; strength breeds blind spots +--- +- **Fall** +- *Lose* +- what was neglected collapses +{% /table %} +{% /TableWrapper %} + +#### Crisis +- reshapes pool + +##### Severity +{% TableWrapper variant="random" %} +{% table %} +- 2d6 +- Name +- Essence +- Prime +--- +- **2–3** +- *Shattering* +- Transform[1] + Remove[2] +- Swap +--- +- **4–5** +- *Devastating* +- Transform[2] + Remove[1] +- Swap +--- +- **6–8** +- *Transforming* +- Transform[1] +- Swap +--- +- **9–10** +- *Galvanizing* +- Transform[2] +- None +--- +- **11–12** +- *Crucible* +- Transform[1] + Add[1] +- Add[1] +{% /table %} +{% /TableWrapper %} + +##### Resolution + +###### Essences +1. **Target =>** roll `1d5` +2. **Transform[x] =>** remove `x` target tokens; replace with `x` _non-affiliate_ +3. **Remove[x] =>** remove `x` target tokens; remove `x` afilliate tokens; replace with `x` _non-affiliate_ +4. **Add[x] =>** add `x` _affiliate_ token + +###### Primes +1. **Target =>** roll `1d3` +2. **Swap =>** remove target; roll `1d3` for replacement; if target absent -> add replacement anyway +3. **Add[x] =>** roll `1d3`; add [x] Prime + +##### Themes +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Keywords +--- +- **Earth** +- famine; resource exhaustion; infrastructure collapse; land that can'T support its population +--- +- **Fire** +- internal purge; civil war; succession crisis; consuming rivalry +--- +- **Water** +- broken alliances; trade collapse; political dissolution; mass betrayal +--- +- **Air** +- schism; doctrinal collapse; communication breakdown; loss of legitimacy +--- +- **Aether** +- religious crisis; temple corruption; failed prophecy; spiritual vaccum +{% /table %} +{% /TableWrapper %} + +#### Triumph +- something new added; always net positive + +##### Severity +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Name +- Essence +- Prime +--- +- **1–2** +- _Phyrrhic_ +- Add[1] +- None +--- +- **3-5** +- _Decisive_ +- Add[1] +- Add[1] +--- +- **6** +- _Legendary_ +- Add[2] +- Add[1] +{% /table %} +{% /TableWrapper %} + +##### Themes +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Keywords +--- +- **Earth** +- territory secured; siege survived; new settlement established; harvest surplus +--- +- **Fire** +- decisive military victory; successful reform; rival destroyed; innovation adopted +--- +- **Water** +- treaty signed; trade route opened; dynastic marriage; merger of peoples +--- +- **Air** +- legal code established; heresy defeated; national epic created; scholarship preserved +--- +- **Aether** +- temple founded; divine mandate claimed; covenant sealed; holy site consecrated +{% /table %} +{% /TableWrapper %} + + +#### Golden Age +- sustained prosperity; doubles down on strength; neglects what isn't working +- amplifies along affinity lines; erodes non-affiliates +- **No Prime Effect =>** institutions hold; material base polarizes underneath + +##### Severity +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Name +- Amplify +- Eroce +--- +- **1–2** +- _Decadent_ +- +1 target +- -1 each non-affiliate +--- +- **3–5** +- _Flourishing_ +- +1 target, +1 affiliate +- -1 non-affiliate +--- +- **6** +- *Renaissance* +- +1 target, +1 affiliate +- none +{% /table %} +{% /TableWrapper %} + +##### Resolution +1. **Target =>** highest _Essence_ in _Materia_ +2. **Amplify =>** add to target and/or affiliate +3. **Erode =>** remove from non-affiliates +4. **Erosion target absent:** cascade via _routing_ + +##### Themes +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Keywords +--- +- **Earth** +- agricultural abundance; expanding settlements; material comfort +--- +- **Fire** +- military supremacy; artisanal tradition; institutional confidence +--- +- **Water** +- trade dominance; cosmopolitan culture; social mobility +--- +- **Air** +- intelectual flowering; widespread literacy; legal sophistication +--- +- **Aether** +- deep piety; sacred architecture; living religious tradition +{% /table %} +{% /TableWrapper %} + +#### Fall +- inevitable decline; targets what the Golden Age neglected + +##### Severity +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Name +- Essence +- Prime +--- +- **1–2** +- _Managed_ +- -1 target +- none +--- +- **3–5** +- _Standard_ +- -1 target & -1 affiliate +- -1 target +--- +- **6** +- *Catastrophic* +- -1 target & -2 affiliate +- -2 target +{% /table %} +{% /TableWrapper %} + +##### Resolution +###### Essences +- **Target =>** lowest _Essence_ in _Materia_ +- remove target from materia +- _Target absent =>_ cascade viar _routing_ + +###### Primes +- **Target =>** `1d3` +- remove; absent -> no effect + +##### Themes +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Keywords +--- +- **Earth** +- famine; plague; depopulation; fields abandoned; cities shrinking; infrastructure canbnibalised for fuel +--- +- **Fire** +- civil war; warlordism; sack and burning; military fragmentation; scorched earth +--- +- **Water** +- hyperinflation; tax revolt; provincial secession; bureaucratic corruption; mass migration +--- +- **Air** +- book burning; brain drain; language fragmenting; literacy collapsing; destruction of archives +--- +- **Aether** +- iconoclasm; temples sacked; priesthood massacred; apocalyptic cults; desecration +{% /table %} +{% /TableWrapper %} + +## Step 3: Generate Materia +- after all **Epicycles & Incomplete Phases =>** count full _Materia_ +- Kindred + Heritage + Epicycles -> total pool + +## Step 4: Ethe +- reading of _Materia;_ not spending +- represents the **core values, principles, and attitude towards life** that an ancestry has +- **multivalent =>** expresses across all domains of life +- **cultural posture =>** not a political system, not a sociologicalcategory +- **product of material conditions =>** arise from the accumulated elemental composition of an ancestry based on *Domain, Subsistence and history* +- **not permanent =>** as material conditions change, an ancestry's ethos can shift +- **product, not personification =>** not what an elemental combination looks like, but what happens to an ancestry when certain *Primes* and *Elements* combine +- **Primary Ethos =>** _Highest Prime × Highest Essence_ + +{% TableWrapper variant="elemental-grid"%} +{% table %} +- +- Soul +- Spirit +- Body +--- +- Earth +- [Independent](/the-crucible/temperaments/ethe#independent) +- [Ancestral](/the-crucible/temperaments/ethe#ancestral) +- [Mercantile](/the-crucible/temperaments/ethe#mercantile) +--- +- Fire +- [Tempered](/the-crucible/temperaments/ethe#tempered) +- [Martial](/the-crucible/temperaments/ethe#martial) +- [Sworn](/the-crucible/temperaments/ethe#sworn) +--- +- Water +- [Patronal](/the-crucible/temperaments/ethe#patronal) +- [Communal](/the-crucible/temperaments/ethe#communal) +- [Fraternal](/the-crucible/temperaments/ethe#fraternal) +--- +- Air +- [Gloried](/the-crucible/temperaments/ethe#gloried) +- [Legalistic](/the-crucible/temperaments/ethe#legalistic) +- [Mythic](/the-crucible/temperaments/ethe#mythic) +--- +- Aether +- [Mystical](/the-crucible/temperaments/ethe#mystical) +- [Ordained](/the-crucible/temperaments/ethe#ordained) +- [Votive](/the-crucible/temperaments/ethe#votive) +{% /table %} +{% /TableWrapper %} + +### Secondary Poles +- _top 2 Primes × top 2 essences ->_ four combinations (2×2) +- _Primary_ is one, remaining three = **Secondary Poles** +- **Prime | Essence = 0 ->** fewer _secondaries;_ **single prime+single essence > 0 ->** monolithic culture; no secondaries + +### Reading +- **Primary =>** colors everything downstream; +- **Secondaries =>** provide texture and internal tension +- _Ethos_ informs; doesn't constrain spending or determines + +## Step 5: Spend Materia +- **Essence =>** purchases _Stock, Traditions, Relationships_ +- **Prime =>** purchases _Traditions & Traits_ +- **Efficiency Tier (from Age) =>** determines how far each Essence token reaches + +### Effiency Tiers +- **Efficiency =>** affects _Stock, Traditions, and Relationships_ differently + - **Calcified =>** rigid; specialized; millenia of deep grooves + - **Tempered =>** partially differentiated; some overlap remains + - **Fluid =>** undifferentiated; nothing has separated yet + +#### Essence-to-Track Mapping +{% TableWrapper variant="default" %} +{% table %} +- Essence +- Primary +- Secondary 1 +- Secondary 2 +--- +- **Earth** +- Industry +- Arms +- Sacred +--- +- **Fire** +- Arms +- Industry +- Lore +--- +- **Water** +- Statecraft +- Lore +- Sacred +--- +- **Air** +- Lore +- Statecraft +- Arms +--- +- **Aether** +- Sacred +- Statecraft +- Lore +{% /table %} +{% /TableWrapper %} + +### Stock +- **Stock =>** institutional capacity pool; what **Vessels** draw from in _Coagulation_ +- each Essence tokens increases its affiliated track at flat cost +- efficiency dertmines how many tracks each token reaches + +#### Efficiency +- **Calcified =>** [x] token -> `+[x]` _Primary_ +- **Tempered =>** [x] token -> `+[x]` _Primary;_ `+1` per 2 spend to _1 Secondary_ +- **Fluid =>** [x] token -> `+[x]` _Primary;_ `+1` per 2 spend to _both Secondaries_ + +### Traditions +- **Tradition =>** cultural competence on the interaction grid; what the culture is good at +- maps to 15-cell grid _(Prime×Essence);_ each tradition occupies a specific mode and domain +- *Cost ->* 1 _Prime_ (locks mode) + **Tier** in _Essence_ + +#### Interaction Grid + +{% TableWrapper variant="elemental-grid" %} +{% table %} +- +- Earth +- Fire +- Water +- Air +- Aether +--- +- **Soul (Burn)** +- Sanction +- War +- Incite +- Purge +- Proselytize +--- +- **Body (Tap)** +- Trade +- Raid +- Diplomacy +- Espionage +- Consecrate +--- +- **Spirit (Disrupt)** +- Skullduggery +- Sabotage +- Subvert +- Guile +- Corrupt +{% /table %} +{% /TableWrapper %} + +#### Tradition Tiers +{% TableWrapper variant="random" %} +{% table %} +- Tier +- Name +- Cost +- Effect +--- +- 1 +- **Practice** +- _1 Prime + 1 Essence_ +- competence; trained capability; real advantage +--- +- 2 +- **Custom** +- _1 Prime + 2 Essence_ +- institutional depth; generations of refinement +--- +- 3 +- **Legacy** +- _1 Prime + 3 Essence_ +- mastery; ancestry is renowned and defined by it +{% /table %} +{% /TableWrapper %} + +#### Efficiency +- numbers = tier of competence in that cell. 1 = Practice; 2 = Custom; 3 = Legacy. + +##### Calcified +{% TableWrapper variant="default" %} +{% table %} +- Tier +- Primary +- Secondary A +- Secondary B +--- +- _Practice_ +- 1 +- – +- – +--- +- _Custom_ +- 2 +- – +- – +--- +- _Legacy_ +- 3 +- – +- – +{% /table %} +{% /TableWrapper %} + +##### Tempered +{% TableWrapper variant="default" %} +{% table %} +- Tier +- Primary +- Secondary A +- Secondary B +--- +- _Practice_ +- 1 +- – +- – +--- +- _Custom_ +- 2 +- 1 +- – +--- +- _Legacy_ +- 3 +- 1 +- 1 +{% /table %} +{% /TableWrapper %} + +##### Fluid +{% TableWrapper variant="default" %} +{% table %} +- Tier +- Primary +- Secondary A +- Secondary B +--- +- _Practice_ +- 1 +- – +- – +--- +- _Custom_ +- 2 +- 1 +- 1 +--- +- _Legacy_ +- 3 +- 2 +- 1 +{% /table %} +{% /TableWrapper %} + +### Relationships +- **Relationship =>** bundle of Essence-typed connections with specific target; each Essence dimension has its own _Tier_ and _Valence_ +- mixed _Valence:_ allowed +- _assycmetric:_ each side records independently; target may view relationship differently + +#### Tiers and Valence +{% TableWrapper variant="random" %} +{% table %} +- Tier +- Friendly +- Adversarial +--- +- 1 +- Kin +- Rival +--- +- 2 +- Friend +- Enemy +--- +- 3 +- Ally +- Nemesis +{% /table %} +{% /TableWrapper %} + +#### Cost +- **Sum of (tier per Essence) × target multiplier** +{% TableWrapper variant="default" %} +{% table %} +- Target +- Multiplier +--- +- Ancestry +- ×1 +--- +- Heritage +- ×2 +--- +- Kindred +- ×3 +{% /table %} +{% /TableWrapper %} + +#### Efficiency Applied + +- **Calcified:** cost as written +- **Tempered:** each Essence dimension in a relationship also registers in 1 adjacent Essence +- **Fluid:** each Essence dimension registers in both adjacent Essences + +### Traits +- **Trait =>** cultural value; a principle with a virtue face and a sin face +- bought from **Prime pools** and **Essence pools** independently +- **Cost =>** 1 token per _Tier_ + +#### Tiers +{% TableWrapper variant="random" %} +{% table %} +- Tier +- Name +- Meaning +--- +- 1 +- **Regard** +- acknowledged; respected +--- +- 2 +- **Conviction** +- actively pursued; committed +--- +- 3 +- **Creed** +- defining; non-negotiable +{% /table %} +{% /TableWrapper %} + +#### Traits +- **Soul** + - Passionate + - Driven + - Fierce + - Dignified + - Bold + - Devoted + - Unyielding +- **Body** + - Dutiful + - Steadfast + - Disciplined + - Dependable + - Temperate + - Watchful + - Commemorative +- **Spirit** + - Adaptable + - Cunning + - Questing+ + - Iconoclastic + - Resourceful + - Versatile + - Brazen +- **Earth** + - Grave + - Industrious + - Rooted + - Practical + - Robus + - Frugal + - Strong +- **Fire** + - Fervent + - Discerning + - Hungry + - Perceptive + - Selfless + - Forthright + - Decisive +- **Water** + - Generous + - Profound + - Graceful + - Fair + - Compassionate + - Persistent + - Engaging + - Welcoming +- **Air** + - Independent + - Articulate + - Inquisitive + - Swift + - Informed + - Objective + - Lighthearted +- **Aether** + - Pious + - Mystical + - Accepting + - Visionary + - Sacred + - Ceremonious + - Ethereal + +## Step 6: Apply Tincture +- [Gender](/the-crucible/tincture/gender): inherit _Heritage System;_ pick or roll 1 **Roles** +- [Kinship](/the-crucible/tincture/kinship): inherit _Heritage Authority;_ pick or roll 1 **Household,** 1 **Marriage,** 1 **Descent** +- [Adornments](/the-crucible/tincture/adornments): inherit _Heritage Adornments;_ add or refine 2 more +- [Architecture](/the-crucible/tincture/architecture): inherit _Heritage Material & Form;_ pick or roll 1 **Layout** and 1 **Decorative** +- [Cuisine](/the-crucible/tincture/cuisine): inherit _Heritage Preperation & Food Culture;_ pick from **Signature Elements;** pick or roll from **Flavour** and **Drink** +- [Arts](/the-crucible/tincture/arts): inherit _Heritage Domains,_ name specific forms ancestry practices +- [Social Rituals](/the-crucible/tincture/social-rituals): inherit _Heritage Greetings & Oaths;_ roll or pick 1 **Conflict** and 1 **Seasonal** +- [Education](/the-crucible/tincture/education): inherit _Heritage Transmission;_ pick or roll 1 **Access** and 1 **Values** +- [Funerary Practices](/the-crucible/tincture/funerary-practices):inherit _Heritage Disposal;_ pick or roll 1 from **Memorial, Social, or Mourning** +- [Symbols & Heraldry](/the-crucible/tincture/symbols-and-heraldry): inherit _Heritage Shape_ +- [Martial Affinity](/the-crucible/tincture/martial-affinity): inherit _Heritage Philosophy & Identity,_ pick or roll 1 **Weapon** and 1 **Tactics** diff --git a/src/content/articles/architecture/index.mdoc b/src/content/articles/architecture/index.mdoc new file mode 100644 index 0000000..66587ce --- /dev/null +++ b/src/content/articles/architecture/index.mdoc @@ -0,0 +1,218 @@ +--- +title: Architecture +summary: building materials; structural forms; decorative elements; layout +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible:w + + - Heritage + - Ancestry + - Religion + - Faith + - Vessel + - Discipline + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how people build; the most visible expression of collective identity; the skyline that defines a civilization +- most materially constrained category; you build with what the land provides; domain is primary filter + +## Random Generation +1. **Roll Category =>** Materials, Forms, Decorative, Layout +2. **Roll Entry =>** specific architecture within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### Category +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Materials**](#materials) +- what you build with; constrained by Domain more than any other table +--- +- 2 +- [**Forms**](#forms) +- what shape the building takes; how space is organized vertically and horizontally +--- +- 3 +- [**Decorations**](#decorations) +- how buildings are adorned; surface treatment and ornamental vocabulary +--- +- 4 +- [**Layout**](#layout) +- how settlement and compounds are organized; the logic of space between buildings +{% /table %} +{% /TableWrapper %} + +### Materials +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Material +- Description +--- +- 1 +- **Stone** +- quarried, dressed, megalithic, dry-stack; permanence made material +--- +- 2 +- **Mudbrick/Adobe** +- sun-dried, plastered, layered; cheap, effective, requires maintenance +--- +- 3 +- **Wood** +- timber frame, log, plank, carved; abundant in forested regions +--- +- 4 +- **Earthwork** +- rammed earth, sod, turf, packed clay; the land itself becomes the wall +--- +- 5 +- **Living Materials** +- grown structures, woven trees, shaped coral, fungal; architecture that breathes +--- +- 6 +- **Bone/Chitin** +- skeletal frameworks, trophy architecture, monster-harvested; building with the dead +--- +- 7 +- **Hide/Textile** +- tent, yurt, pavillion, draped; portable, collapsible, light +--- +- 8 +- **Salavaged/Composite** +- ruin-built, scavenged, layered from multiple sources; architecture of inheritance +{% /table %} +{% /TableWrapper %} + +### Forms +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Form +- Description +--- +- 1 +- **Monumental** +- pyramids, ziggurats, colossi, stones circles; massive scale as statement +--- +- 2 +- **Fortified** +- walls, towers, moats, gates, murder holes; defensibility as priority +--- +- 3 +- **Organic** +- flowing curves, natural integration, grown rather than built; architecture that negotiates with terrain +--- +- 4 +- **Vertical** +- towers, spires, stacked; reaching upward; height as ambition or necessity +--- +- 5 +- **Subterranean** +- carved caverns, tunnel networks, underground cities, catacombs; architecture that descends +--- +- 6 +- **Nomadic** +- portable, collapsible, seasonal, carried; architecture that moves with people +--- +- 7 +- **Aquatic** +- stilts, floating, canal-laced; amphibious; architecture that negotiates with water +--- +- 8 +- **Terraced** +- stepped into hillsides, layered platforms, contour-following; architecture that reads the land +{% /table %} +{% /TableWrapper %} + +### Decorations +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Decoration +- Description +--- +- 1 +- **Relief Carving** +- narrative scenes, mythological figures, historical records on walls +--- +- 2 +- **Mosaic/Inlay** +- colored stone, glass, shell, gemstone patterns +--- +- 3 +- **Painting/Fresco** +- pigment on plaster, exterior color, interior murals +--- +- 4 +- **Grotesques** +- gargoyles, guardian figures, warding sculptures; the building watches back +--- +- 5 +- **Tropy Display** +- skulls, captured weapons, enemy banners, beast parts; the building remembers violence +--- +- 6 +- **Runic/Glyphic** +- inscribed symbols, protective writing, sacred text on structure; the building speaks +--- +- 7 +- **Textile** +- banners, tapestries, draped cloth, woven screens; soft surfaces on hard frames +--- +- 8 +- **Metalwork** +- bronze cladding, iron scrollwork, gilded elements, riveted panels; the building shines or rusts +{% /table %} +{% /TableWrapper %} + +### Layout + +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Category +- Description +--- +- 1 +- **Circular/Radial** +- central point, radiating outward; the center defines everything +--- +- 2 +- **Grid/Ordered** +- planned streets, regular blocks, imposed geometry; someone decided how this would work +--- +- 3 +- **Organic/Sprawl** +- grown over time, winding paths, no master plan; the settlement happened +--- +- 4 +- **Concentric** +- nested rings; inner sanctum to outer walls; status measured by proximity to center +--- +- 5 +- **Linear** +- along a road, river, ridge; single axis; the route defines the settlement +--- +- 6 +- **Clustered** +- buildings grouped around focal points; open squares between; the settlement has many hearts +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/arts/index.mdoc b/src/content/articles/arts/index.mdoc new file mode 100644 index 0000000..08f972e --- /dev/null +++ b/src/content/articles/arts/index.mdoc @@ -0,0 +1,216 @@ +--- +title: Arts +summary: visual, performing, literary, and material artistic traditions +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel + - Discipline + - Craft +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- what people create beyond the functional; how people express what they value, fear, celebrate and remember +- also how people communicate with the furture; the art that survives is how we know who they were +- +## Random Generation +1. **Roll category =>** Visual, Performance, Craft, Patronage +2. **Roll entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List +### Category +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Visual**](#visual) +- art made to be seen; aesthetic objects and surfaces +--- +- 2 +- [**Performance**](#performance) +- art that exists in time; made, witnessed, gone +--- +- 3 +- [**Craft**](#craft) +- functional objects elevated to art; the beautiful thing that also works +--- +- 4 +- [**Patronage**](#patronage) +- how art gets made; who pays, who creates, what the artist's status is +{% /table %} +{% /TableWrapper %} + +### Visual +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Art Form +- Description +--- +- 1 +- **Sculpture** +- stone, wood, metal, clay; monumental or intimidate; the body made permanent +--- +- 2 +- **Painting** +- murals, panels, portraits, landscapes, miniatures; pigment on surface +--- +- 3 +- **Body Art** +- tattoo design, scarification patterns, body paint traditions elevated to art form +--- +- 4 +- **Mosaic/Inlay** +- stone, glass, shell, wood; floors, walls objects; the surface assembled from fragments +--- +- 5 +- **Calligraphy/Illumination** +- writing as visual art; decorated manuscripts, inscriptions; the word made beautiful +--- +- 6 +- **Fresco/Mural** +- pigment on wet plaster, painted walls, exterior color; art that belongs to the building +--- +- 7 +- **Printmaking/Stamping** +- carved blocks, pressed seals, repeated images; art that reproduces itself +--- +- 8 +- **Iconography** +- formalized sacred or political images; standardized figures, poses, symbols; art that means before it pleases +{% /table %} +{% /TableWrapper %} + +### Performance +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Art Form +- Description +--- +- 1 +- **Vocal Music** +- chant, song, polyphony, throat singing +--- +- 2 +- **Instrumental Music** +- drums, strings, winds, bells; ensemble or solo traditions +--- +- 3 +- **Dance** +- ritual, celebratory, martial, ecstatic, formal; the body as instrument +--- +- 4 +- **Theater** +- staged drama, masked performance, puppet theater, shadow play +--- +- 5 +- **Oral Storytelling** +- epics, genealogy recitation, mythological performance, riddle traditions +--- +- 6 +- **Ritual Performance** +- sacred drama, mystery playes, reenactment of mythological events; performance as worship +--- +- 7 +- **Poetry** +- epic, lyric, devotional, satirical, formal verse; language compressed and charged +--- +- 8 +- **Prose/History** +- chronicles, philosophical treaties, fiction, genealogies; language expanded and preserved +{% /table %} +{% /TableWrapper %} + +### Craft +- functional objects elevated to art; the beutiful thing that also works +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Art Form +- Description +--- +- 1 +- **Ceramics/Pottery** +- functional, decorative, ritual; glazing traditions, firing techniques; earth shaped and hardened +--- +- 2 +- **Textile Arts** +- weaving, embroidery, tapestry, dyeing, pattern-making; thread as medium +--- +- 3 +- **Woodwork** +- carved, inlaid, lacquered; furniture, panels, utensils; the tree made useful and beautiful +--- +- 4 +- **Metalwork** +- decorative smithing, filligree, engraving, damascening; metal as canvas +--- +- 5 +- **Basketry/Weaving** +- reed, grass, bark, finger; containers, mats, screens; the oldest craft +--- +- 6 +- **Carving** +- bone, antler, horn, ivory; small-scale sculptural work in animal material; portable art from the hunt +--- +- 7 +- **Glasswork** +- blown, cast, stained; vessels, windows, beads; light captured in material +--- +- 8 +- **Bookbinding/Papercraft** +- folded, bound, pressed, decorated; the container of knowledge as art object +{% /table %} +{% /TableWrapper %} + +### Patronage +- how art gets made; who pays, who creates, what the artist status is +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Model +- Description +--- +- 1 +- **Sacred Commission** +- art made for religious purposes; the temple pays; the artist serves the divine +--- +- 2 +- **Aristocratic Patronage** +- art made for elites; named patrons, competivie commissioning; the artist serves power +--- +- 3 +- **Guild Tradition** +- art made within craft institutions; standards enforces, anonymous quality; the artist serves the tradition +--- +- 4 +- **Folk Preactice** +- art is made by everyone; no specialist class; the farmer weaves, the mother carves; the artist is everyone +--- +- 5 +- **Market Driven** +- art made for sale; commercial, popular, responsive to demand; the artist serves the buyer +--- +- 6 +- **Competitive** +- art made to win; contests, public judgement, ranked mastery; the artist servers their own glory +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/calcination/index.mdoc b/src/content/articles/calcination/index.mdoc new file mode 100644 index 0000000..d7cd5f9 --- /dev/null +++ b/src/content/articles/calcination/index.mdoc @@ -0,0 +1,21 @@ +--- +title: Calcination +subtitle: Where we burn away the arbitrary and find who the people must become +summary: Where we burn away the arbitrary and find who the people must become +cover: + showInHeader: true +publishDate: 2026-02-25T23:28:00.000Z +status: published +isFeatured: false +parent: stages +tags: + - Crucible Stage + - Generation + - Culture +relatedArticles: [] +seo: + noIndex: false +--- +## Overview + +- **Stage 2** of the Crucible diff --git a/src/content/articles/cb_kindred/index.mdoc b/src/content/articles/cb_kindred/index.mdoc new file mode 100644 index 0000000..c211919 --- /dev/null +++ b/src/content/articles/cb_kindred/index.mdoc @@ -0,0 +1,14 @@ +--- +title: Kindred +summary: Where examine the species that make up the »Chainbreaker« setting +cover: + showInHeader: false +publishDate: 2026-03-19T10:56:00.000Z +status: published +isFeatured: false +parent: kin +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- diff --git a/src/content/articles/cb_tongues/index.mdoc b/src/content/articles/cb_tongues/index.mdoc new file mode 100644 index 0000000..e22e289 --- /dev/null +++ b/src/content/articles/cb_tongues/index.mdoc @@ -0,0 +1,14 @@ +--- +title: Tongues +summary: Where we look at the languages Chainbreaker provides +cover: + showInHeader: false +publishDate: 2026-03-19T14:05:00.000Z +status: published +isFeatured: false +parent: kin +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- diff --git a/src/content/articles/cuisine/index.mdoc b/src/content/articles/cuisine/index.mdoc new file mode 100644 index 0000000..2cd63ad --- /dev/null +++ b/src/content/articles/cuisine/index.mdoc @@ -0,0 +1,244 @@ +--- +title: Cuisine +summary: food preparation; flavor; food culture; drink +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- what people eat and how they eat it; the most materially constrained of the _Tinctures_ +- _Domain_ and _Subsistence_ determine the menu more than any element does; elements inform *attitude toward food,* not the food itself + +## Random Generation +1. **Roll category =>** Preparation, Food Culture, Flavor, Drink +2. **Roll entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### Category +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Preparation**](#preparation) +- how food is cooked and preserved; constrained by available fuel, technology, and climate +--- +- 2 +- [**Food Culture**](#food-culture) +- how people relate to food socially; the attitude and ritual around eating +--- +- 3 +- [**Flavor**](#flavor) +- dominant taste profile; what the cuisine *tastes like* +--- +- 4 +- [**Drink**](#drink) +- what people drink and how drink culture functions socially +{% /table %} +{% /TableWrapper %} + +### Preparation +- how food is cooked and preserved; constrained by available fuel, technology, and climate +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Method +- Description +--- +- 1 +- **Raw/Cured** +- minimal cooking; preserved through salt, acid, fermentation, drying +--- +- 2 +- **Roasted/Grilled** +- open flame, spit, pit cooking; direct heat; char and fat +--- +- 3 +- **Boiled/Stewed** +- one-pot, slow-cooked, broth-based; communal cooking; stretches ingredients +--- +- 4 +- **Smoked** +- preservation and flavor through wood smoke; long process; requires fuel surplus +--- +- 5 +- **Baked** +- oven-based; bread cultures, pastry, clay-wrapped; requires permanent hearth +--- +- 6 +- **Fermented** +- deliberate rot; alcohol, pickled foods, aged preparations; time as ingredient +--- +- 7 +- **Fried** +- oil-based, quick, rich; requires surplus fat source +--- +- 8 +- **Dried/Preserved** +- jerky, pemmican, hardtack, sun-dried; food that travels and lasts +{% /table %} +{% /TableWrapper %} + +### Food Culture +- how people relate to food socially; the attitude and ritual around eating +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Culture +- Description +--- +- 1 +- **Cooperative** +- shared platters, collective eating; meals as social bonding; everyone eats together +--- +- 2 +- **Hierarchical** +- who eats what is determined by rank; best cuts to highest status; the table is a map of power +--- +- 3 +- **Competitive** +- feasting as display; quantity and quality as status performance; the host who feeds most, wins +--- +- 4 +- **Frugal** +- waste-nothing, preservation-focused, stretching resources; every scrap has a use +--- +- 5 +- **Seasonal** +- menu follows natural; feast and famine rhytm; what grows now is what you eat +--- +- 6 +- **Portable** +- travel food, rations, foods designed for movement; cuisine shaped by migration +--- +- 7 +- **Abundant** +- rich flavors, generous portions, wide variety; overflowing platters; indulgence as cultural value +--- +- 8 +- **Cannibalistic** +- consumption of sapient flesh; ritual, survival, dominance, or sacrament; the culture has crossed a line and built a cuisine around it +{% /table %} +{% /TableWrapper %} + +### Flavor +- dominant taste profile; what the cuisine _tastes like_ +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Profile +- Description +--- +- 1 +- **Bland/Mild** +- simple, unadorned, ingredient-focused; the food speaks for itself +--- +- 2 +- **Herbal** +- extensive use of fresh and dried plants for flavor and medicine; the garden is the spice rack +--- +- 3 +- **Spiced** +- imported or cultivated aromatics; heat, complexity, layered flavor; requires trade or cultivation +--- +- 4 +- **Pungent** +- fermented, aged, stong-smelling; acquired tastes; preservation as flavor +--- +- 5 +- **Sweet** +- honey, fruit, sugar where available; indulgent; sweetness as luxury or staple# +--- +- 6 +- **Sour/Acidic** +- vinegar, critrus, fermented, sharp; preservative; the bite that cuts through everything +{% /table %} +{% /TableWrapper %} + +### Drink +- what people drink and how drink culture functions socially +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Drink +- Description +--- +- 1 +- **Fermented Grain** +- beer, ale, kvass; agricultural surplus indicator; the drink of settled people +--- +- 2 +- **Fermented Fruit** +- wine, cider, mead; orchard or trade access; the drink that travels +--- +- 3 +- **Fermented Milk** +- kumis, kefir; pastoralist staple; the drink of herders +--- +- 4 +- **Distilled** +- spirits; requires surplus and technology; concentrated potency +--- +- 5 +- **Tea/Infusion** +- herbal, caffeinated; ritual preparation; concentrated potency +--- +- 6 +- **Water** +- clean water as luxury; boiling, filtering, flavoring as cultural practice; the drink that keeps you alive +{% /table %} +{% /TableWrapper %} + +## Signature Elements +- reference list; not rolled – pick based on _Domain_ and _Subsistence_ +- what the cuisine is build around; the ingredient that defines it + +{% TableWrapper variant="default" %} +{% table %} +- Element +- Description +--- +- **Bread Culture** +- grain-based staple; baking traditions; bread as sacred or central +--- +- **Rice/Grain Culture** +- paddy, millet, maize; grain preparation as cultural identity +--- +- **Meat-Dominant** +- herding, hunting, or raiding cultures; flesh as staple +--- +- **Fish/Seafood** +- coastal or riverine; smoking, drying, fermenting fish +--- +- **Dairy** +- milk, cheese, yogurt, butter; pastoralist staple +--- +- **Root/Tuber** +- underground crops; hearty, starchy, reliable +--- +- **Insect/Forage** +- gathered protein; grubs larvae, snails, wild harvest +--- +- **Fungal** +- mushrooms, cultivated, or foraged; forest and cave cultures +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/domain/index.mdoc b/src/content/articles/domain/index.mdoc index 2a66b27..322a3bb 100644 --- a/src/content/articles/domain/index.mdoc +++ b/src/content/articles/domain/index.mdoc @@ -40,8 +40,9 @@ seo: 1. **Generate localities within it** – each locality gets its own Climate, Topography, Biome - For those wanting a more random approach, the following [table](https://docs.google.com/spreadsheets/d/16d9MUMFMqbUXkL6bOHN3sbFSvQiR0K3yta--RiW4Ldw/edit?usp=sharing) can be used to generate biomes based on Climate, Topography, and Features 1. **Assign features** – rivers, coasts, passes, settlements -1. **Roll for resources** – each locality has a **1-in-10 chance** to generate a resource -1. **Read the dominant pattern** – the Climate, Topography, and Biome that appear most across localities become the domain signature for the culture living there +2. **Roll for subsistence** – each locality gets a _Subsistence System_ based on Climate, Topography, Biome, and Features, the following [table](https://docs.google.com/spreadsheets/d/1wDRQ_4M-noNy0KSRGpXhPznwR2gGOiLybjIEBgfvw_Q/edit?usp=sharing) can be used to randomly generate Subsistence Systems +1. **Roll for resources** – each locality has a **1-in-8 chance** to generate a resource +1. **Read the dominant pattern** – the Climate, Topography, Biome, and Subsistence that appear most across localities become the domain signature for the culture living there {% Callout type="example" title="Bardùnai" %} Looking at the map for my »Chainbreaker« setting, I decide to start with a mountain range in the somewhat centre of the map. Knowing that I want the dominant culture there to be inspired by the pre-roman nuragic people, I decide to call the range – Bardùnai @@ -234,6 +235,51 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with a mou - Major settlement; walls, institutions, dense population, surplus extraction, specialization, political gravity; population 5000+ {% /table %} +## Subsistence +- How the people survive +{% TableWrapper variant="default"%} +{% table %} +- Subsistence +- Description +--- +- **Foraging** +- Gathering wild plants, nuts, roots, fungi, and insects; seasonal movement; knowledge-intensive +--- +- **Hunting** +- Pursuit and killing of wild game; tracking, ambush, drives; small parties with specialized skills +--- +- **Fishing** +- Harvesting fish from rivers, lakes, and coasts; lines, nests, weirs, traps, spears; small-crew work +--- +- **Raiding** +- Taking livestock, good, or captives by force; cattle theft, caravan ambush, coastal piracy +--- +- **Agriculture** +- Settled grain cultivation; plowing, sowing, harvesting in annual cycles; field systems; granaries +--- +- **Industry** +- Transforming raw materials through organized labor; smelting, tanning, dyeing, brewing, kiln work; fixed infrastructure +--- +- **Mining/Quarrying** +- Extracting stone, ore, and minerals; underground shafts, open pits, organized labor gangs +--- +- **Forestry** +- Managed timber harvesting; coppicing, charcoal burning, lumber caps, controlled woodland +--- +- **Horticulture** +- Garden-scale cultivation; polyculture, companion planting, terracing, orchards; diverse small plots +--- +- **Pastoralism** +- Following herds across seasonal pastures; transhumance; adapting to what the animals need +--- +- **Commerce** +- Trade, brokerage, transport; caravans, markets, currency exchange; transforming good through movement +--- +- **Seafaring** +- Ocean voyaging, maritime trade, whaling; long-distance navigation; the ship as livelihood +{% /table %} +{% /TableWrapper %} + ## Resources - What the land provides diff --git a/src/content/articles/education/index.mdoc b/src/content/articles/education/index.mdoc new file mode 100644 index 0000000..71d060e --- /dev/null +++ b/src/content/articles/education/index.mdoc @@ -0,0 +1,206 @@ +--- +title: Education +summary: knowledge transmission; access; values; relationship to authority +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel + - Discipline + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +- how knowledge moves between generations and between people; the method of transmission shapes everything downstream +- for _Disciplines_ and _Crafts_ especially, the method of transmission _is_ the tradition's identity + +## Random Generation +1. **Roll Category =>** Transmission, Access, Values, Authority +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Transmission**](#transmission) +- how knowledge physically moves from one person to another +--- +- 2 +- [**Acess**](#access) +- who learns; what gates stand between the student and the knowledge +--- +- 3 +- [**Values**](#values) +- what kind of knowledge the culture considers worth having +--- +- 4 +- [**Authority**](#authority) +- how education relates to power; what knowledge does to the social order +{% /table %} +{% /TableWrapper %} + +### Transmission +- how knowledge physically moves from one person to another +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Method +- Description +--- +- 1 +- **Oral Tradition** +- knowledge passed through speech, memorization, recitation; nothing written, everything remembered +--- +- 2 +- **Apprenticeship** +- learning by doing under a master; one-to-one or small group; the master is the curriculum +--- +- 3 +- **Formal Schooling** +- dedicated institutions, structured curriculum, age-cohort learning; the system teaches +--- +- 4 +- **Mystery Initiation** +- knowledge revealed in stages through ritual; earned access; each level unlocks the next +--- +- 5 +- **Immersion** +- throw in, learn by survival; sink or swim; the environment teaches +--- +- 6 +- **Observation/Imitation** +- watch and copy; no formal instruction; absorption through presence +--- +- 7 +- **Textual** +- book-learning, scripture study, commentary traditions, archives; the text teaches +--- +- 8 +- **Experiential** +- knowledge gained through structured experience; pilgrimage, _Wanderjahr,_ journeyman travel; the journey teaches +{% /table %} +{% /TableWrapper %} +### Access +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Method +- Description +--- +- 1 +- **Universal** +- everyone learns the basics; literacy or core knowledge expected of all +--- +- 2 +- **Gendered** +- different knowledge for different genders; separate currcicula, separate traditions +--- +- 3 +- **Class-Restricted** +- education as privilege; elite knowledge, commoner skills; the gap is the point +--- +- 4 +- **Initiated** +- knowledge gated behind ritual, oath, or ordeal; you earn the right to know +--- +- 5 +- **Purchased** +- education costs; tutor fees, school fees, patronage required; knowledge has a price +--- +- 6 +- **Hereditary** +- knowledge passes within families; trade secrets, lineage knowledge; blood is the key +--- +- 7 +- **Competitive** +- knowledge earned through examination, context, demonstration; prove you deserve it +--- +- 8 +- **Age-Gated** +- knowledge unlocked at life stages; different things learned at diffrent ages; somw knowledge forbidden to the young +{% /table %} +{% /TableWrapper %} + +### Values + +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Value +- Description +--- +- 1 +- **Practical** +- knowledge valued for utility; farming, crafting, fighting, healing; if it doesn'T work it's useless +--- +- 2 +- **Sacred** +- knowledge valued for spiritual truth; theology, cosmology, ritual; knowing the divine +--- +- 3 +- **Philosophical** +- knowledge valued for understanding; logic, ethics, natural philosophy; knowing why +--- +- 4 +- **Historical** +- knowledge valued for continuity; genealogy, chronicles, precedent; knowing what came before +--- +- 5 +- **Secret** +- knowledge valued for exclusivity; hidden lore, forbidden texts, power through scarcity +--- +- 6 +- **Encyclopedic** +- all knowledge valued; collection, preservation, categorizartion; knowing everything +{% /table %} +{% /TableWrapper %} + +### Authority +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Relationship +- Description +--- +- 1 +- **Conservative** +- education preserves and transmits tradition; change is corruption +--- +- 2 +- **Progressive** +- education advances and improves; innovation valued; the new is better +--- +- 3 +- **Subversive** +- education challenges authority; questioning as method; knowledge is dangerous +--- +- 4 +- **Instrumental** +- education serves power; training loyal administrators, soldiers, priests; knowledge is a tool +--- +- 5 +- **Liberating** +- education frees the individual; knowledge is personal empowerment; knowing makes you free +--- +- 6 +- **Controlled** +- education restricted to prevent dangerous knowledge; censorship, forbidden topis; knowling is regulated +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/ethe/index.mdoc b/src/content/articles/ethe/index.mdoc new file mode 100644 index 0000000..c05ce58 --- /dev/null +++ b/src/content/articles/ethe/index.mdoc @@ -0,0 +1,341 @@ +--- +title: Ethe +summary: > + An Ethos represents the core values, principles, and attitude towards life + that a culture has. +cover: + showInHeader: false +publishDate: 2026-03-17T10:18:00.000Z +status: published +isFeatured: false +parent: temperaments +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- +## Overview + +- represents the **core values, principles, and attitude towards life** that an ancestry has +- **multivalent =>** expresses across all domains of life +- **cultural posture =>** not a political system, not a sociologicalcategory +- **product of material conditions =>** arise from the accumulated elemental composition of an ancestry based on *Domain, Subsistence and history* +- **not permanent =>** as material conditions change, an ancestry's ethos can shift +- **product, not personification =>** not what an elemental combination looks like, but what happens to an ancestry when certain *Primes* and *Elements* combine + +## The Elements + +### Primes + +- **Soul =>** combustible principle; individual agency, the individual as primary social agent; asks *»Who are you?«* +- **Body =>** fixed principle; institutional persistence; structure outliving individuals; asks _»What structure do you belong to?«_ +- **Spirit =>** volatile principle; mediation; forces that move through society that no individual controls and no institution contains – honor debts, market forces, confessional bonds + +### Essences +- **Earth =>** values drawn from _material reality, labour, the land, the heavy and the foundational;_ soil, holdings, physical fact +- **Fire =>** values drawn from _struggle, refinement, testing;_ ordeal, combat, purification +- **Water =>** values drawn from _connection, flow, exchange, relationship;_ the bond, the network, the obligation +- **Air =>** values drawn from _knowledge, expansion, the spoken word;_ rhetoric, fame, text, ideas +- **Aether =>** values drwn from _the sacred, the transcendent, cosmic order;_ the numinous, the divine, the forces beyond the human + +## The Grid + +{% TableWrapper variant="elemental-grid"%} +{% table %} +- +- Soul +- Spirit +- Body +--- +- Earth +- [Independent](#independent) +- [Ancestral](#ancestral) +- [Mercantile](#mercantile) +--- +- Fire +- [Tempered](#tempered) +- [Martial](#martial) +- [Sworn](#sworn) +--- +- Water +- [Patronal](#patronal) +- [Communal](#communal) +- [Fraternal](#fraternal) +--- +- Air +- [Gloried](#gloried) +- [Legalistic](#legalistic) +- [Mythic](#mythic) +--- +- Aether +- [Mystical](#mystical) +- [Ordained](#ordained) +- [Votive](#votive) +{% /table %} +{% /TableWrapper %} + +## The Ethe + +### Independent +- **[Soul+Earth]** +- **Synopsis =>** Relationships structured by material self-suffiency; negotiation between sovereign individuals +- **Principles:** + - material independence as social foundation; my land, my arms, my household + - no dependency => no compulsion; authority tempoary, contigent, revocable + - assembly of equals; collective decisions through argument +- **Contradictions:** + - property-based »Equality« always excludes someone; unfree members invisible + - universal veto -> paralysis +- **Touchstones:** + - Icelandic Althing + - Pashtun jirga + - Somali clan council + - Cassack rada + - Swiss Landsgemeinde + - Bedouin majlis + - Germanic þing + +### Tempered +- **[Soul+Fire]** +- **Synopsis =>** Relationships structured by proben competence; constantly renegotiated +- **Principles:** + - you are what you can do _right now;_ not name, patron, or blood + - status determined from demonstrated capability; re-earned constantly + - nothing inherited; nothing guaranteed +- **Contradictions:** + - still needs childcare, sick-tending, memory; no competitive value -> invisible + - old archer can't draw the bow; ancestry has no place for them +- **Touchstones** + - Scythians + - Comanche + - Mongols pre-centralization + - Mercenary companies + +### Patronal +- **[Soul+Water]** +- **Synopsis =>** Relationships structured by personal obligation; mutual material bondage +- **Principles:** + - _»Whose are you?«_ every person belongs to someone + - patron provides, client serves; patron who only takes is no patron + - power radiates through personal networks of flowing obligations +- **Contradictions:** + - patrons compete; every client a resource + - generosity is greatest virtue and most dangerous habit -> constant lateral tension +- **Touchstones** + - Anglo-Saxon mead-hall + - Mycenean wanax + - Polynesian chief + - Afghan khan + - Roman patron-client system + +### Gloried +- **[Soul+Air]** +- **Synopsis =>** Relationships structured by witnessed reputation; public performance +- **Principles:** + - reputation is existence; act without witnesses never happened + - warrior fights so the poet will sing; ruler governs so history records + - short famous life woth more than long forgotten one +- **Contradictions:** + - glory zero-sum; my fame diminished yours + - needs poets as much as heroes but poet's glory derivative + - feud not a failure; feud is the engine +- **Touchstones** + - Achilles + - Icelanding sagas + - Pre-Islamic arabic poetry + - Irish filid + - Roman cursus honorum + +### Mystical +- **[Soul+Aether]** +- **Synopsis =>** Relationships structured by personal encounter with the sacred as highest value +- **Principles:** + - shamas, hermits, sufi, vision-quester; authority from crossing the threshold and returning changed + - numinous is real, reachable, worth everything +- **Contradictions:** + - seeker need the material world to transcend it; hermit depends on the village + - honors transcendence; runs on labour of people who never transcend + - charlatanism; how do you verify a claim to have touched god? +- **Touchstones** + - Siberian shamans + - Sufi orders + - Hundu sannyasa + - Desert fathers + - Plains Vision questy + - Neoplatonic theurgy + +### Ancestral +- **[Body+Earth]** +- **Synopsis =>** Relationships structured by calculated descent; lineage obligation +- **Principles:** + - _»Whose blood do you carry?«_ you are your bloodline + - identity, authority, marriage, alliance, enmity – all calculated through genealogy + - heaviest, most immoveable social fact; can'T change who your parents were +- **Contradictions:** + - lineage produces inheritance disputes as inevitably as heirs + - genealogy manipulated; bastard legitimized, inconvenient ancestor erased + - claims blood is destiny; constantly rewrites the blood record +- **Touchstones** + - Haudenosaunee clan system + - European feudal dynasties + - Arab tribal genealogy + - Polynesian whakapapa + - Chinese ancestral lineage + - Rwandan lineage system + +### Martial +- **[Body+Fire]** +- **Synopsis =>** Relationships structured by shared martial experience as enduring social bond +- **Principles:** + - place in society determined by what you've endured in battle + - closest bonds forged beside you in combat + - warband, regiment, age-cohort – institutions that were tempered in bloodshed +- **Contradictions:** + - needs war to function; needs enemies; peace is an existential threat + - everyone who isn't a warrior – helots, craftsmen – no status +- **Touchstones** + - Sparta + - Zulu amabutho + - Comanche war culture + - Mamluk system + - Rajput martial tradition + - Maori warrior culture + +### Communal +- **[Body+Water]** +- **Synopsis =>** Relationship structured by mutual material aid flowing through community +- **Principles:** + - community is the unit; resources pooled, redistributed, shared + - nobody builds alone; nobody eats while neighbour starves + - nobody rises too far above or falls too far below +- **Contradictions:** + - protects and suffocates simultaneously + - freeloaders existential threat; social surveillance intense + - sharp outside/inside boundary; permanent suspicion of strangers +- **Touchstones** + - Andean ayllu + - Slavic zadruga + - Germanic mark community + - Pre-enclosure English village + - Early Mesopotamian redistribution economies + +### Legalistic +- **[Body+Air]** +- **Synopsis =>** Relationships structured by textual authority; argument, documented precedent +- **Principles:** + - the text governs; authority from mastery of authoritative documents + - every dispute is a textual dispute; every claim grounded in citation +- **Contradictions:** + - text fixed but interpretation infinite + - priestly interprer class where real power lives + - illiterate person as vulnerable as patronless person in _Patronal_ culture +- **Touchstones** + - Talmudic tradition + - Islamic fiqh + - Roman legal tradition + - Chinese imperial examination + - Common Law precedent + +### Ordained +- **[Body+Aether]** +- **Synopsis =>** Relationships structured by assigned role within cosmic order +- **Principles:** + - you are the function; baker bakes, scribe scribes, soldier soldiers + - not oppression – how reality works; stepping outside is cosmically dangerous + - order is divine, not human-made +- **Contradictions:** + - »Why am I the potter and you're the scribe?« – no answer except »because that's the order« + - people at the top have interest in calling it cosmic rather than political +- **Touchstones** + - Egyptian Ma'at + - Indian caste system / dharma + - Japan's shi-nō-kō-shō + - Plato's republic + - Medieval European three estates + +### Mercantile +- **[Spirit+Earth]** +- **Synopsis =>** Relationships structured by material transaction; exchange as way of life +- **Principles:** + - everything has a value; everything can be exchanged + - worth -> what you bring to the deal + - strangers aren't threats -> potential customers +- **Contradictions:** + - reduces everything to a transaction; hollows out what can be transacted + - loyality, love, sacred things -> market prices them, pricing destroys them + - merchant facilitates everyone's needs; valued by no one as a person +- **Touchstones** + - Phoenician trading cities + - Carthage + - Hanseatic League + - Sogdian Silk Road traders + - Venetian Merchants + +### Sworn +- **[Spirit+Fire]** +- **Synopsis =>** Relationships structured by honor codes moving through society demanding action +- **Principles:** + - honor mediates all relationships; insult creates debt that moves through social fabric + - nobody controls it; nobody contains it; code compels action from whoever it touches + - maintained through willingness to fight; burning away anything that compromises it +- **Contradictions:** + - honor debt runs for generations -> grandson avenges grandfathers death + - escalation -> each response must match or exceed offence; cycle only itensifies +- **Touchstones** + - Pashtunwali + - Mediterranean namus culture + - Corsican vendaetta + - Samurai code + +### Fraternal +- **[Spirit+Water]** +- **Synopsis =>** Relationships structured by shared conviction as primary social bond +- **Principles:** + - brother not by blood, patron, land or transaction – by shared truth + - conviction IS the bond; flows across distance and difference + - religious, political, philosophical, ideological – grammar is the same +- **Contradictions:** + - _»Who's a true believer?«_ orthodoxy policing begins immediately + - community formed around conviction starts testing, purging, excommunicating + - bond that transcends blood eventually builds institutions identical to what it replaced +- **Touchstones** + - Early Christian ekklesia + - Buddhist sangha + - Sikh kalsa + - Puritan settlements + - Pythagorean brotherhood + +### Mythic +- **[Spirit+Air]** +- **Synopsis =>** Relationships structured by utterance as active force; words do things +- **Principles:** + - Poet's satire destroys; spoken curse binds; ruler's truth makes land fertile + - speech not communication but _action_ +- **Contradictions:** + - who controls the words controls reality; poet-class most powerful and most dangerous + - silence not neutral -> choice with consequences; no opting out of word-economy +- **Touchstones** + - Gaelic filid and geas culture + - West African griot traditions + - Norse seiðr and galdr + - Aboriginal Australian songlines + +### Votive +- **[Spirit+Aether]** +- **Synopsis =>** Relationships structured by shared obligation to maintain cosmic order through sacrifice +- **Principles:** + - the world is hungry -> sun needs blood; earth needs offering + - sacred balance actively maintained or everything stops + - not faith -> physics +- **Contradictions:** + - priesthood controlling what's owed becomes incredibly powerful + - sacrifice escalates; gods never satisfied enough + - question nobody can ask: _»What if we stopped an nothing happened?«_ +- **Touchstones** + - Aztec cosmic obligation + - Vedic rta + - Polynesian tapu systems + - West African orisha feeding + - Roman pietas + +## Generating new Ethe diff --git a/src/content/articles/funerary-practices/index.mdoc b/src/content/articles/funerary-practices/index.mdoc new file mode 100644 index 0000000..189867d --- /dev/null +++ b/src/content/articles/funerary-practices/index.mdoc @@ -0,0 +1,206 @@ +--- +title: Funerary Practices +summary: disposition of the dead; memorial; social dimensions of death +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how people handle death; among the deepest and most resistant to change in any enitity +- where faith and heritage collide most violently; a culture's relationship to death reveals what it truly believes about life + +## Random Generation +1. **Roll Category =>** Disposition, Memorial, Social, Mourning +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Disposition**](#disposition) +- what happens to the body; the physical act of dealing with the dead +--- +- 2 +- [**Memorial**](#memorial) +- how the dead are remembered; what persists after the body is handled +--- +- 3 +- [**Social**](#social) +- who gets what treatment; how death intersects with status and identity +--- +- 4 +- [**Mourning**](#mourning) +- how the living behave after death; the behavioral prescription imposed on survivors +{% /table %} +{% /TableWrapper %} + +### Disposition +- what happens to the body; the physical act of dealing with the dead +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Method +- Description +--- +- 1 +- **Burial** +- earth interment; shallow, deep, coffined, shrouded +--- +- 2 +- **Cremation** +- fire consumption; pyre furnace, open flame; the dead released through destruction +--- +- 3 +- **Sky Burial/Exposure** +- left for elements, birds, beasts; towers, plattforms, open ground; the dead given back +--- +- 4 +- **Water Burial** +- river, sea, lake; cast adrift, weighted, boat burial; the dead join the current +--- +- 5 +- **Entombment** +- sealed chamber; cave, crypt, pyramid, mausoleum; the dead contained +--- +- 6 +- **Consumption** +- ritual cannibalism; absorbing the dead; returning them to the community through flesh +--- +- 7 +- **Composting/Tree Burial** +- returned to living systems; planted, mulched, fed to sacred grobe; the dead become growth +--- +- 8 +- **Mummification** +- preservation; dried, embalmed, treated for permanence; the dead kept present +{% /table %} +{% /TableWrapper %} +### Memorial +- how the dead are remembered; what persists after the body is handled +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Practice +- Description +--- +- 1 +- **Grave Goods** +- objects buried or burned with the dead; tools, weapons, wealth, servants +--- +- 2 +- **Monument Building** +- cairns, headstones, statues, memorial architecture; the dead mark the landscape +--- +- 3 +- **Name Keeping** +- spoken remembrance, genealogy recitation, ancestor lists; the dead live in words +--- +- 4 +- **Ancestor Shrine** +- household or communal site for ongoing communion with the dead; the dead stay close+ +--- +- 5 +- **Feast of the Dead** +- periodic communal meals honoring the deceased; the dead fed and remembered together +--- +- 6 +- **Forgetting Rites** +- deliberate erasure of the dead's name and memory; the living move on; the dead are released +--- +- 7 +- **Trophy Keeping** +- retaining bones, hair, teeth of dead as relics or keepsakes; the dead carried with you +--- +- 8 +- **Ghost Management** +- rituals to ensure dead stay dead, move on, or remain benevolent; the dead must be managed +{% /table %} +{% /TableWrapper %} + +### Social +- who gets what treatment; how death intersects with status and identity +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Dimension +- Description +--- +- 1 +- **Universal Rites** +- everyone gets the same treatment; death is the leveler +--- +- 2 +- **Stratified Rites** +- rank determines death treatment; elaborate for elites, simple for common +--- +- 3 +- **Earned Rites** +- manner of death determines treatment; warriors, natural death, criminals each handled differently +--- +- 4 +- **Gendered Rites** +- different practices for different genders +--- +- 5 +- **Occupational** +- your work determines your rites; what you did defines how you leave +--- +- 6 +- **Kinship** +- your kin bury you; funeral reflects the family's standing, not yours; no kin, no rites +{% /table %} +{% /TableWrapper %} + +### Mourning +- how the living behave after death; the behavioral prescription imposed on survivors +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Practice +- Description +--- +- 1 +- **Seclusion** +- mourners withdraw from social life; duration varies; grief through absence from the world +--- +- 2 +- **Visible Marking** +- mourners wear distinct clothing, colors, or marks; grief made visible to all +--- +- 3 +- **Wailing/Keening** +- vocal expression of grief; formal, performed, sometimes professional; grief given voice +--- +- 4 +- **Feasting** +- death marked with food and drink; wake, funeral feast; grief through abundance +--- +- 5 +- **Silence** +- mourners observe quiet; no music, no celebration; grief through stillness +--- +- 6 +- **Resumption** +- minimal mourning; life continues quickly; the dead are gone and the living carry on +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/gender/index.mdoc b/src/content/articles/gender/index.mdoc new file mode 100644 index 0000000..dd95d8e --- /dev/null +++ b/src/content/articles/gender/index.mdoc @@ -0,0 +1,117 @@ +--- +title: Gender +summary: gender systems; roles; expressions; social expectations +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how culture and faith interpret biological sex into social categories; roles, expectations, restrictions +- biological sex declared upstream at **Kindred's** _(Reproduction axis);_ gender interprets what biology provides +- two independent streams generate gender; friction between them is primary worldbuilding tension + - _Secular (Heritage->Ancestry)_ + - _Sacred (Religion->Faith)_ +- applies to: + - **Heritage =>** cultural system + - **Ancestry =>** cultural roles + - **Religion =>** sacred system + - **Faith =>** sacred roles + - **Vessel =>** membership rules + +## Generation +- no category roll; each entity level from specific table +- **Heritage/Religion =>** roll or pick from _System_ +- **Ancestry/Faith =>** roll or pick from _Roles_ +- **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### System +- how many genders; how they map to biology; how rigid the categories are +- Rolled or picked at **Heritage** (cultural declaration) and **Religion** (cosmological declaration) +- results may conflict; that conflict is the design working +- Biology-agnostic; works regardless of many sexes **Kindred** declared upstream + +{% TableWrapper variant="random" %} +{% table %} +- d6 +- System +- Description +--- +- 1 +- **Matched Rigid** +- one gender per biological sex; strict enforcement; no exceptions +--- +- 2 +- **Matched Flexible** +- one gender per biological sex; soft expectations; individual variation tolerated +--- +- 3 +- **Compressed** +- fewer genders than biological sexes; one or more sexes absorbed, erased, or lumped together +--- +- 4 +- **Expanded** +- more genders than biological sexes; additional categories are social, sacred, or functional +--- +- 5 +- **Fluid** +- gender shifts over lifetime or context; age, initiation, season, social role, or personal choice changes category +--- +- 6 +- **Minimal Distinction** +- gender exists but carries little social weight +{% /table %} +{% /TableWrapper %} + +### Roles +- what genders are expected to do; division of labor, sacred, forbidden activities +- rolled or picked at **Ancestry** (cultural practice) and **Faith** (sacred mandate) +- results may conflict; that conflict is the design working + +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Roles +- Description +--- +- 1 +- **Complementary** +- genders occupy different but equally valued domains; neither complete without the other; gendered labor as balance +--- +- 2 +- **Hierarchical** +- one gender dominant; others subordinate in law, property, authority; dominance may be explicit or structural +--- +- 3 +- **Specialized** +- specific activities restricted by gender; sacred roles, craft monopolies, warfare rights, mourning duties; restrictions carry power +--- +- 4 +- **Overlapping** +- most roles open to all genders; a few key domains gendered; the exceptions matter more than the rule +--- +- 5 +- **Segregated** +- genders occupy entirely separate social spheres; not ranked, not complementary, just apart; parallel structures that barely interact +--- +- 6 +- **Performative** +- gender roles exist but are understood as social convention; adherence expected, transgression is theater not crime +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/heritage/index.mdoc b/src/content/articles/heritage/index.mdoc new file mode 100644 index 0000000..9e7f7ba --- /dev/null +++ b/src/content/articles/heritage/index.mdoc @@ -0,0 +1,407 @@ +--- +title: Heritage +summary: >- + A Heritage is a broad cultural-linguistic group – an umbrella identity + connecting multiple specific cultures (Ancestries). +cover: + showInHeader: true +publishDate: 2026-02-25T23:28:00.000Z +status: published +isFeatured: false +parent: calcination +tags: + - Crucible Stage + - Generation + - Culture + - Heritage +relatedArticles: [] +seo: + noIndex: false +--- +## Overview + +- **Heritage =>** broad cultural-linguistic group; umbrella identity connecting multiple specific cultures *(Ancestries)* +- *Provides:* + - Biological Baseline *(Kindred)* + - Environmental Foundation (shared territory) + - Founding conditions + - Age +- **Key Principle:** Heritage (and ancestry) are defined by customs and shared culture, not blood or appearance + +## Procedure + +1. Kindred +1. Domain +1. Founding +1. Age +1. Generate Materia +1. [Optional] Apply Tincture + +## Step 1 – Kindred + +- Choose which **Kindred** birthed the Heritage + - *Baseline:* + - Adds 0 tokens to the *Materia* + - Universal starting point + - *Kindred*{% Sidenote #multiple-kindred title="Multiple Kindred in one Heritage" marker="⋄" content="Heritages can include members from different Kindred who have adopted the customs and culture. Unless a significant portion belongs to a different Kindred with conflicting biological constraints, assume they're integrated into the Ancestries." type="default" /%}*:* + - Use [Kindred generation system](/the-crucible/prima-materia/kindred) + - Add **Leftover Tokens** from the Kindred to the *Materia* + +## Step 2 – Domain + +- Defines the Heritage's shared homeland – the region where this cultural group originated and developed +- The land tells you what you're made of *(Essence);* the terrain tells you how you organize *(Prime)* +- Add tokens to the *Materia* based on the following tables + +### Climate + +{% TableWrapper variant="default" %} +{% table %} +- Climate +- Essence +- Material Pressure +--- +- **Arctic** +- *Aether* +- existence at the threshold; survival itself becomes sacred +--- +- **Arid** +- *Earth* +- total material scarcity; every resource held and measured +--- +- **Continental** +- *Aether* +- ordained extremes; submit to the pattern or perish +--- +- **Mediterranean** +- *Air* +- open exchange; ideas, people, goods move freely +--- +- **Monsoon** +- *Water* +- deluge and drought; the river's rhythm is the only law +--- +- **Oceanic** +- *Air* +- mild, permeable, maritime; the invisible medium carries everything +--- +- **Semiarid** +- *Fire* +- insufficiency refines; burns away what doesn't work +--- +- **Subarctic** +- *Earth* +- frozen weight; the ground itself resists you +--- +- **Subtropical** +- *Water* +- fecundity that saturates; channel the abundance or drown in it +--- +- **Tropical** +- *Fire* +- the land consumes everything you build; nothing rests +{% /table %} +{% /TableWrapper %} + +### Topography + +{% TableWrapper variant="default" %} +{% table %} +- Topography +- Prime +- Material Pressure +--- +- **Lowlands** +- *Body* +- water collects, civilization accumulates; the land holds and persists +--- +- **Plains** +- *Soul* +- nothing shelters; self-reliance, individual exposed to the horizon +--- +- **Hills** +- *Spirit* +- rolling between; transitional, fragmented, uncommitted ground +--- +- **Highlands** +- *Soul* +- isolated plateau; fierce self-suffiency; cut off and defiant +--- +- **Mountains** +- *Spirit* +- the barrier that transforms what crosses it; threshold terrain +--- +- **Badlands** +- *Body* +- stripped to what endures; the skeleton the land can't lose +{% /table %} +{% /TableWrapper %} + +### Biome + +{% TableWrapper variant="default" %} +{% table %} +- Biome +- Essence +- Material Pressure +--- +- **Barren** +- *Fire+Aether* +- consumed to nothing; existence at the threshold +--- +- **Tundra** +- *Earth+Air* +- frozen ground under scouring wind; weight and exposure +--- +- **Shrublands** +- *Fire+Air* +- scarcity burns and disperses; nothing accumulates +--- +- **Grasslands** +- *Earth+Water* +- deep soil fed by rain and river; the fertile foundation +--- +- **Savanna** +- *Fire+Water* +- cyclical burn meets cyclical flood +--- +- **Wetlands** +- *Water+Aether* +- saturated, liminal; boundaries dissolve +--- +- **Forest** +- *Earth+Fire* +- dense mass; slow consumption on the floor +--- +- **Rainforest** +- *Water+Air* +- overwhelming flow; vertical complexity +--- +- **Taiga** +- *Earth+Aether* +- frozen persistence at the edge of the habitable +{% /table %} +{% /TableWrapper %} + +### Subsistence +{% TableWrapper variant="default" %} +{% table %} +- Subsistence +- Prime +- Material Pressure +--- +- **Foraging** +- _Soul_ +- survival depends on individual knowledge; what one person knows feeds everyone +--- +- **Hunting** +- _Soul_ +- small groups, high stakes; each outing risks life for meat +--- +- **Fishing** +- _Soul_ +- solitary or small-crew work; reading water, weather, and timing alone +--- +- **Raiding** +- _Soul_ +- wealth taken, not produced; every gain is someone else's loss +--- +- **Agriculture** +- _Body_ +- labor locked to land; surplus stored, seasons endured, fields inherited +--- +- **Industry** +- _Body_ +- raw materials consumed, finished goods accumulated; infrastructure outlasts workers +--- +- **Mining/Quarrying** +- _Body_ +- wealth extracted from beneath; backbreaking labor for what the ground won't give willingly +--- +- **Forestry** +- _Body_ +- slow harvest, long cycles; what you cut today was planted by the dead +--- +- **Horticulture** +- _Spirit_ +- diverse yields, constant adjustment; the garden demands response, not repetition +--- +- **Pastoralism** +- _Spirit_ +- the herd dictates movement; settle and they starve, follow and you survive +--- +- **Commerce** +- _Spirit_ +- nothing produced, everything moved; wealth exists only in circulation +--- +- **Seafaring** +- _Spirit_ +- livelihood bound to currents, winds, seasons no one controls; the ship goes where the sea allows +{% /table %} +{% /TableWrapper %} + +## Step 3: Foundation + +- Every heritage was forged by an event; turned »people living near each other« into »a people« +- Mythology comes after; built to explain the foundation +- **Roll or choose:** + +### Primes – what kind of response + +- **Soul [1] =>** the founding was driven by individual agency; a person, a decision, a singular act of will; the heritage carries the spark of someone's fire +- **Body [2] =>** the founding was collective; the group survived together, suffered together; the heritage carries the weight of the shared experience +- **Spirit [3] =>** the founding was beyond anyone's control; something happened TO the people; the heritage carries the mark of transformation they didn't choose + +### Essences – what kind of pressure + +- **Earth [1] =>** the pressure was material; land, hunger, resources, territory, physical survival +- **Fire [2] =>** the pressure was intense; violence, revelation, urgency, something that couldn't be ignored or survived halfway +- **Water [3] =>** the pressure was relational; bonds broken or formed, alliances, betrayals, mergers, debts +- **Air [4] =>** the pressure was informational; a proclamation, a prophecy, a secret revealed, a language shared or forbidden +- **Aether [5] =>** the pressure was numinous; contact with the divine, a curse, a covenant, a threshold crossed + +#### Example Foundations + +{% TableWrapper variant="default" %} +{% table %} +- Foundation +- Element +- Description +- Examples +--- +- **Claimed** +- *Soul+Earth* +- territory seized; the claiming made people +- founding of Rome; Icelandic Landnàm +--- +- **Burned** +- *Soul+Fire* +- old life destroyed by deliberate act; nothing to return to +- flight from Troy; the Hijra +--- +- **Promised** +- *Soul+Water* +- an oath so binding it created a people +- Bedouin hilf confederations; Scythian blood brotherhood +--- +- **Defied** +- *Soul+Air* +- a refusal; others followed +- Maccabean revolt; Kharijite rejection +--- +- **Bargained** +- *Soul+Aether* +- a deal with something numinous; the cost fell on everyone +- Odin at Mimir's well; Sundiata's pact with the sorcerers of Mande +--- +- **Stripped** +- *Body+Earth* +- everything taken; bare ground and each other +- Fall of the Temple; Lanka after Ravana +--- +- **Branded** +- *Body+Fire* +- collective violence; same scar on every survivor +- Trojan diaspora; Pandava exile +--- +- **Merged** +- *Body+Water* +- two groups dissolved into one through prolonged contact +- Swahili emergence; Nara period Japan +--- +- **Scattered** +- *Body+Air* +- driven apart; connection maintained; dispersal became identity +- Phoenician colonies; Polynesian voyaging +--- +- **Martyred** +- *Body+Aether* +- a death witnessed by something beyond; the sacrifice marked every witness +- Husayn at Karbala; death of Baldur +--- +- **Hollowed** +- *Spirit+Earth* +- old structure emptied from within; something new filled the shell +- post-roman kingdoms; Toltec ruins +--- +- **Eclipsed** +- *Spirit+Fire* +- greater power arroved; what emerged was different +- Nubia becoming Kush; Vanir absorbed into Aesir +--- +- **Exiled** +- *Spirit+Water* +- cast out; the journey changed them beyond recognition +- Babylonian exile; Aztec migration from Aztlan +--- +- **Silenced** +- *Spirit+Air* +- a practice forbidden; suppression produced something unintended +- Zoroastrians becoming Parse; suppression of Bon under Buddhist Tibet +--- +- **Forsaken** +- *Spirit+Aether* +- whatever protected them withdrew; the absence was the founding +- Harappan collapse; gods withdrawing from Sumer +{% /table %} +{% /TableWrapper %} + +## Step 4: Age + +- when did the heritage emerge as recognizeable entity; purely descriptive but provides ceiling for *Ancestries* + +{% TableWrapper variant="random" %} +{% table %} +- 2d6 +- Age +- Description +--- +- 2 +- **Primordial** +- ancient beyond memory; present since dawn of civilization +--- +- 3–4 +- **Immemorial** +- legends speak of origin in the distant past +--- +- 5–6 +- **Ancient** +- old, with deep roots and long-established patterns +--- +- 7–8 +- **Elder** +- well-established; +--- +- 9–10 +- **Middle** +- relatively mature but not ancient; several generations of recorded history +--- +- 11 +- **Late** +- recent but established; +--- +- 12 +- **Recent** +- newly emerged; within living memory of elders +{% /table %} +{% /TableWrapper %} + +## Step 5: Generate Materia + +- Tokens accumulate from domain and foundation into a single pool – the **Materia** +- *Materia* is the Heritage's identity – what's dominant, what's secondary, where the tensions are + +## Step 6: Apply Tincture + +- [Gender](/the-crucible/tincture/gender): pick or roll 1 **System;** broad cultural declaration about how many genders exist and how rigid the categories are; +- [Kinship](/the-crucible/tincture/kinship): pick or roll 1 **Authority,** broad default for who holds domestic power across the cultural group; +- [Naming](/the-crucible/tincture/naming): pick or roll 1 **Phonetics,** 1 **Structure,** and 1 **Acquisition;** these are the assumptions people don't realize they're making +- [Adornments](/the-crucible/tincture/adornments): pick or roll 1–2 **Adornments;** broad default for how the people mark their bodies +- [Architecture](/the-crucible/tincture/architecture): pick or roll from 1–2 **Materials** and 1 **Form;** broad building traditions +- [Cuisine](/the-crucible/tincture/cuisine): pick or roll 1 **Preparation** and 1 **Food Culture;** marks how people relate to their food +- [Arts](/the-crucible/tincture/arts): pick or roll 1-2 from **Visual, Performance, or Craft;** what does this people *make* that defines them +- [Social Rituals](/the-crucible/tincture/social-rituals): pick or roll from 1 **Greeting** and 1 **Oaths**; how do strangers approach each other, and how are promises made binding +- [Education](/the-crucible/tincture/education): pick or roll 1 **Transmission,** the deep assumption people don't think of as »education« +- [Funerary Practices](/the-crucible/tincture/funerary-practices): pick or roll 1 **Disposition;** the oldest and most resistant practice +- [Symbols & Heraldry](/the-crucible/tincture/symbols-and-heraldry): pick or roll 1 **Shape** +- [Martial Affinity](/the-crucible/tincture/martial-affinity): pick or roll 1 **Philosophy** and 1 **Identity;** how do the people approach violence, and who does the fighting diff --git a/src/content/articles/kin/index.mdoc b/src/content/articles/kin/index.mdoc new file mode 100644 index 0000000..b8434d1 --- /dev/null +++ b/src/content/articles/kin/index.mdoc @@ -0,0 +1,16 @@ +--- +title: Kin +summary: >- + Where we collect the kindred, ancestries, and heritages of the chainbreaker + setting +cover: + showInHeader: false +publishDate: 2026-03-19T10:53:00.000Z +status: published +isFeatured: false +parent: chainbreaker +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- diff --git a/src/content/articles/kindred-legacy/index.mdoc b/src/content/articles/kindred-legacy/index.mdoc deleted file mode 100644 index 06ff1c6..0000000 --- a/src/content/articles/kindred-legacy/index.mdoc +++ /dev/null @@ -1,768 +0,0 @@ ---- -title: Kindred -subtitle: All hail the new flesh -summary: >- - Species-level biology. The body you're born in, not the culture you're born - into. Humans are the baseline; everything else carries elemental weight. -cover: - showInHeader: false -publishDate: 2026-03-05T08:51:00.000Z -status: archived -isFeatured: false -parent: prima-materia -tags: - - Prima Materia - - Generator -relatedArticles: [] -seo: - noIndex: false ---- -## Overview - -- **Species-level biology:** the flesh before culture touches it{% Sidenote #biology-not-culture title="Kindred is not Culture" marker="⋄" content="Kindred define what a species IS physically – not how it worships, organises, or fights. Cultural variation (like Drucchi vs. Eonir vs. Asur) happens in the »Calcination« stage." type="default" /%} -- **Baseline kindred** => represent the norm or the most numerous species (e.g. humans in many settings) - -## Procedure - -1. **Themes:** Generate themes for the Kindred -1. **Special Abilities:** Generate a number of *Special Abilities/Knacks* -1. **Physical Features:** Generate a number of distinctive physical features - -## Step I: Generate Themes - -- Non-baseline Kindred receive 1–3 themes -- Each theme provides 1 *Prime* & 1 *Essences* -- Roll `d35`{% Sidenote #d35 title="What is a D35" marker="ᗗ" content="You roll a d35 by using a d3 and d5, similar to the d100: The d3 denotes the ten digit while the d5 denotes the one digit. " type="default" /%} on the following table or choose - -{% table %} -- d35 -- Prime -- Essence -- Example Themes ---- -- **11** -- **Soul** -- **Earth** -- *Feral* | *Primordial* | *Elemental* | *Wild* ---- -- **12** -- **Soul** -- **Fire** -- *Titans* | *Voracious* | *Incandescent* | *Predatory* ---- -- **13** -- **Soul** -- **Water** -- *Protean* | *Abyssal* | *Venomous* | *Mimic* ---- -- **14** -- **Soul** -- **Air** -- *Ascendant* | *Far-Sensing* | *Ephemal* | *Resonant* ---- -- **15** -- **Soul** -- **Aether** -- *Arcane* | *Godbound* | *Infernal* | *Mystic* | *Transcendent* ---- -- **21** -- **Body** -- **Earth** -- *Enduring* | *Harmonious* | *Subterranean* | *Symbiotic* | *Lithic* ---- -- **22** -- **Body** -- **Fire** -- *Furnace-Born* | *Swarm* | *Molten* | *Eruptive* ---- -- **23** -- **Body** -- **Water** -- *Tidal* | *Amphibious* | *Brood* | *Diluvian* ---- -- **24** -- **Body** -- **Air** -- *Firstborn* | *Radiant* | *Spore* | *Chorus* | *Aeolian* ---- -- **25** -- **Body** -- **Aether** -- *Celestial* | *Divine* | *Eternal* | *Underworld* | *Deathless* ---- -- **31** -- **Spirit** -- **Earth** -- *Blighted* | *Dying* | *Newcomers* | *Plagued* | *Resilient* ---- -- **32** -- **Spirit** -- **Fire** -- *Phoenix* | *Slag-born* | *Cauterized* | *Ember* ---- -- **33** -- **Spirit** -- **Water** -- *Cursed* | *Echoes* | *Enigmatic* | *Entwined* | *Haunted* | *Shadowbound* | *Dillute* | *Brackish* ---- -- **34** -- **Spirit** -- **Air** -- *Fading* | *Dispersed* | *Whispering* | *Vagrant* ---- -- **35** -- **Spirit** -- **Aether** -- *Corrupted* | *Forsaken* | *Twilight* | *Veiled* -{% /table %} - -### Themes - -- Is the **innate biological disposition** of a kindred – what it bodies are built to do, how its flesh and instincts are wired before any culture, hiostory, or environment shapes it -- **Primes** tell **how** that nature expresses: through individual specimens *(Soul),* collective organism *(Body),* or through adaption *(Spirit)* -- **Essences** tell **what character** that nature carries – heavy and material *(Earth),* consuming and intense *(Fire)*, fluid and deep *(Water),* expansive and permeating *(Air),* or transcendent and numinous *(Aether)* -- The Theme is where those two meet. Not what the species does – what it IS. - -#### Example Themes - -{% table %} -- Theme -- Description -- Reference ---- -- *Feral* -- Untamed, instinct-driven, individually territorial -- Beastmen [Warhammer] | Broo [Glorantha] | Satyrs [Greek] ---- -- *Primordial* -- From the world's dawn, raw elemental biology -- Zoats [Warhammer] | Aldryami [Glorantha] | Titans [Greek] ---- -- *Wild* -- Undomesticated bodies, build for open land -- Cacacae [Bas-Lang] | Centaurs [Greek] ---- -- *Elemental* -- Flesh infused with raw material force -- Mostali [Glorantha] | Rockgut Troggoths [AoS] ---- -- *Titans* -- Immense power or size, physically overwhelming -- Ogres [Warhammer] | Giants [Dark Souls] ---- -- *Voracious* -- Fast metabolism, constant hunger, rapid growth -- Tyranids [WH40K] | Ogres [Warhammer] | Wendigo [Algonquin] ---- -- *Incendescent* -- Bodies that burn hot, intense and short-lived -- Magmadroth Riders [AoS] | Fire Giants [Glorantha] ---- -- *Predatory* -- Apex biology, built to pursue and consume -- Kroot [WH 40K] | Fenrir's brood [Norse] ---- -- *Protean* -- Naturally shapeshifting, physically mutable -- Doppelgangers [Glorantha] | Selkies [Celtic] ---- -- *Abyssal* -- Deep-origin, enormous interiority, pressure-forged -- Idoneth Deepkin [AoS] | Uz [Glorantha] ---- -- *Venomous* -- Dissolving, corroding, breaking down through contact -- Dragonewts [Glorantha] | Xenomorphs [Alien] | Clan Eshin [Warhammer] ---- -- *Mimic* -- Innate camouflage, becoming what surrounds them -- Lyssans [SotDL] | Changelings [SotDL] ---- -- *Ascendant* -- Lighter than they should be, gravity-defying, rising -- Wind Children [Glorantha] | Garuda [Hindu] ---- -- *Far-Sensing* -- Perception across vast distance, senses that reach -- Kolat spirit-seers [Glorantha] ---- -- *Ephemeral* -- Partially insubstantial, hard to pin down physically -- Hollows [Dark Souls] | Spite-Revenants [AoS] ---- -- *Resonant* -- Bodies that vibrate and project, voice as biological force -- Thunder Lizards [AoS] ---- -- *Arcane* -- Innately magical, woven into supernatural forces -- Slann [Warhammer] ---- -- *Godbound* -- Divinely marked, blessed or cursed at birth -- Stormcast Eternals [AoS] | Nephilim [Biblical] ---- -- *Infernal* -- Tainted by dark powers, demonic biology -- Tieflings [DnD] | Jötnar [Norse] ---- -- *Mystic* -- Innate sensitivity to the hidden and numinous -- Huan To [Glorantha] ---- -- *Transcendent* -- Biologically surpassing mortal limits -- C'tan [WH 40K] | Tuatha Dé Danann [Irish] ---- -- *Enduring* -- Collectively unbreakable, outlasting everything -- Mostali [Glorantha] | Duardins [AoS] | Jötnar of Jotunheim [Norse] ---- -- *Harmonious* -- Biologically balanced with their environment -- Aldryami [Glorantha] | Sylvaneth [AoS] ---- -- *Subterranean* -- Deep-earth dwellers, adapted to darkness and stone -- Skaven [Warhammer] | Night Goblins [Warhammer] | Dvergar [Norse] ---- -- *Symbiotic* -- Bodies interpendent with other organisms -- Sylvaneth [AoS] | Hsunchen [Glorantha] ---- -- *Lithic* -- Mineral-infused flesh, stone-like density -- Rockmen [Glorantha] | Dvergar [Norse] ---- -- *Furnace-born* -- Generate immense heat, built for extremes -- Fyreslayers [AoS] | Chaos Dwarves [Warhammer] | Cyclopes [Greek] ---- -- *Swarm* -- Individually small, collectively devastating -- Skaven [Warhammer], Hormagaunts [WH 40K] ---- -- *Molten* -- Fluid and destructive in aggregate, lava-blooded -- Magmadroth [AoS], Salamanders [Warhammer] ---- -- *Eruptive* -- Cycles of dormancy and violent collective emergence -- Orks [Warhammer] | Scorchlings [SotDL] ---- -- *Tidal* -- Biological cycles synchronize the whole species -- Idoneth Deepkin [AoS] | Triolini [Glorantha] ---- -- *Amphibious* -- Dual-natured, equally home in water and on land -- Newtlings [Glorantha] | River Trolls [Warhammer] | Vodyanoy [Slavic] ---- -- *Brood* -- Eusocial, physically specialized castes -- Tyranid [WH 40K] | Scorpionmen [Glorantha] ---- -- *Dilluvian* -- Ancient aquatic origin, bodies still carrying the deep -- Deep Ones [Lovecraft] | Ludoch [Glorantha] | Merrow [Irish] ---- -- *Firstborn* -- The original stock, biologically ancient and prime -- Slann [Warhammer] | Elder Race [Glorantha] | Protogenoi [Greek] ---- -- *Radiant* -- Physically luminous, emanating light or energy -- Yelm-kin [Glorantha] ---- -- *Spore* -- Reproducing through dispersal, colonizing as biology -- Orks [Warhammer] | Myconids [SotDL] ---- -- *Chorus* -- Linked through sound, vibration, or pheromone -- Genestealer Cults [WH 40K] ---- -- *Aeolian* -- Wind-adapted, light-boned, membrane-winged -- Harpies [Glorantha] | Tzaangors [AoS] ---- -- *Celestial* -- Heavenly origin, cosmic biology -- Stormcast Eternals [AoS] | Star Captains [Glorantha] | Deva [Hindu] ---- -- *Divine* -- God-like physical natured, revered or feared -- Seraphon [AoS] | Vanir [Norse] ---- -- *Eternal* -- Biologically timless, immune to aging -- Necrons [WH 40K] | Aldryami [Glorantha] ---- -- *Underworld* -- Death-associated, adapted to realms beyond -- Vampires [Warhammer] | Draugr [Norse] ---- -- *Blighted* -- Corrupted flesh, adapting around the rot -- Fomorians [Irish] ---- -- *Dying* -- Species in decline, biology falling -- Mostali [Glorantha] | Tomb Kings [Warhammer] ---- -- *Newcomers* -- Recently emerged, still adapting to existence -- Constructed [SotDL] ---- -- *Plagued* -- Afflicted at the biological level -- Plagueborn [SotDL] | Clan Pestilens [Warhammer] ---- -- *Resilient* -- Surviving material conditions that kill others -- Kroxigor [Warhammer] | Trollkin [Glorantha] ---- -- *Phoenix* -- Must burn to regenrate, cyclical destruction-rebirth -- Flamespyre Phoenix [AoS] ---- -- *Slag-born* -- Emerged from waste and catastrophe -- Chaos Dwarves [Warhammer] | Infernals [SotDL] ---- -- *Cauterized* -- Scarred at the species lvel, adapted around the wound -- Dark Eldar [WH 40K] | Arkat's people [Glorantha] ---- -- *Ember* -- Diminishing but still hot at its core, refusing extinction -- Fyreslayers [AoS] ---- -- *Cursed* -- Bearing innate biological curse -- Ghouls [Warhammer] | Lycaon's line [Greek] ---- -- *Echoes* -- Resonating with something past, bodies as living memory -- Gorgers [Warhammer] | Einherjar [Norse] ---- -- *Enigmatic* -- Biologically inscrutable, unknowable physiology -- Dragonwets [Glorantha] | Deepkin Namarti [AoS] ---- -- *Entwined* -- Fate-linked to another species by biology -- Genestealer Hybrids [WH 40K] | Telmori [Glorantha] ---- -- *Haunted* -- Marked by supernatural presence they can't shed -- Soulblight [AoS] | Selkies [Irish] ---- -- *Shadowbound* -- Existing in margins, adapted to edges and darkness -- Druchi [Warhammer] | Dehori-touched [Glorantha] ---- -- *Dilute* -- Thinning, dissolving into surrounding populations -- Half-breeds [SotDL] | Civilized Trollkin [Glorantha] ---- -- *Brakish* -- Mixed-origin, born from incompatible biological streams -- Gors [Warhammer] | Chaos Hybrids [Warhammer] ---- -- *Fading* -- Becoming less substantial, thinning out of existence -- Asur [Warhammer] ---- -- *Dispersed* -- Scattered so thin they barely cohere -- Craftworld Eldar [WH 40K] ---- -- *Whispering* -- Communication IS their biology, bodies as signal-carriers -- Waertagi [Glorantha] | Valkyries [Norse] ---- -- *Vagrant* -- Biologically rootless, must keep moving or deteriorate -- Harlquins [WH 40K] | Nomad God peoples [Glorantha] ---- -- *Corrupted* -- Tainted by supernatural forces at biological level -- Fimir [Warhammer] | Trolls [Norse] ---- -- *Forsaken* -- Abandoned by whatever made them, fiding strength in it -- Morathi's Melusai [AoS] | God forgot people [Glorantha] ---- -- *Twilight* -- Inhabiting threshold between mortal and divine biology -- Lunar Bat-people [Glorantha] ---- -- *Veiled* -- True nature cloaked, biology that hides itself -- Mandrakes [WH 40K] | Hidden Kings [Glorantha] -{% /table %} - -{% Callout type="example" title="The Iddùrath - Themes" %} -The Iddùrath are the dwarves of Chainbreaker. Once human they reached for immortality and got it – as punishment. Their priests tore holes between the worlds, trying the cage a god and the god answered. Now sunlight turns them into stone – not death, not transformation but *entombment.* Possibly still aware. Possibly forever. - -With this sketch, I generate three themes from the table: - -1. `14` => **Spirit + Fire** -> *Cauterized:* Adapted to the curse -1. `15` => **Spirit + Air** -> *Echoes:* Flesh remembers being human -1. `14` => **Spirit + Fire** -> *Embers:* Running hotter than a dying species has any right to -{% /Callout %} - -## Step 2: Determine Special Abilities - -- **Unique biological capacity** – something a kindred can DO that no other species can. -- **Prime × Essence combination** defines ability's mechanical space – what it does, who triggers it, what it costs; **Theme** flavors specific expression -- Tokens generated by Step 1 are spent here - -### Ability Tiers - -{% table %} -- Tier -- Name -- Cost -- Effect ---- -- 1 -- **Quirk** -- 1 Token (Prime OR Essence) -- Minor biological trait – flavourful but narrow ---- -- 2 -- **Trait** -- 2 Tokens (1 Prime + 1 Essence) -- Defining species ability – the thing people know you for ---- -- 3 -- **Nature** -- 3 Tokens (must include both Prime + Essences) -- Species-defining power with real weight – comes with a drawback ---- -- 4 -- **Birthright** -- 4 tokens (must include both Prime + Essences) -- Overwhelming biological reality – major power, major cost -{% /table %} - -## Step III: Determine Physical Features - -1. Roll `1d4` for number of distinctive Features -1. For each feature roll `2d6` on the »Distinctive Features« table -1. Roll on the appropriate sub-table -1. Or simply choose - -### Distinctive Features - -{% table %} -- 2d6 -- Feature Type ---- -- 2–4 -- Distinctive Skin ---- -- 5–6 -- Distinctive Hair ---- -- 7–8 -- Distinctive Eyes ---- -- 9–10 -- Distinctive Build ---- -- 11–12 -- Physical Trait -{% /table %} - -### Distinctive Skin - -{% table %} -- 3d6 -- Skin ---- -- 3 -- Uniformity{% Sidenote #uniformity-distinction title="Uniformity as distinction" marker="ஃ" content="Uniformity on these tables mean that all members of the kindred, regardless of age, gender and so on, share the same eye color, hair type, etc." type="default" /%} ---- -- 4 -- Fur ---- -- 5 -- Scales ---- -- 6 -- Translucent ---- -- 7 -- Irisdescent ---- -- 8 -- Bioluminescent ---- -- 9 -- Metallic ---- -- 10 -- Elemental ---- -- 11 -- Thorny ---- -- 12 -- Chitinous ---- -- 13 -- Luminous ---- -- 14 -- Patterned ---- -- 15 -- Bestial ---- -- 16 -- Botanical ---- -- 17 -- Unusual Color ---- -- 18 -- Shifting -{% /table %} - -### Distinctive Hair - -{% table %} -- 2d6 -- Hair ---- -- 2 -- Uniformityஃ ---- -- 3 -- Metallic ---- -- 4 -- Elemental ---- -- 5 -- Crystalline ---- -- 6 -- Living (vines, tentacles, etc.) ---- -- 7 -- Bioluminescent ---- -- 8 -- Unusual Color ---- -- 9 -- Multicolored ---- -- 10 -- Patterned ---- -- 11 -- Shifting ---- -- 12 -- Absent / Hairless -{% /table %} - -### Distinctive Eyes - -{% table %} -- 2d6 -- Eye ---- -- 2 -- Uniformityஃ ---- -- 3 -- Gemstone ---- -- 4 -- Elemental ---- -- 5 -- Arcane ---- -- 6 -- Bestial ---- -- 7 -- Void ---- -- 8 -- Pupilless/Lenseless ---- -- 9 -- Multicolored ---- -- 10 -- Patterned ---- -- 11 -- Shifting ---- -- 12 -- Metallic -{% /table %} - -## Distinctive Build - -{% table %} -- 5d6 -- Build ---- -- 5 -- Tiny ---- -- 6 -- Tiny & Delicate ---- -- 7 -- Tiny & Plump ---- -- 8 -- Tiny & Robust ---- -- 9 -- Tiny & Wiry ---- -- 10 -- Small ---- -- 11 -- Small & Brawny ---- -- 12 -- Small & Rounded ---- -- 13 -- Small & Slender ---- -- 14 -- Small & Sturdy ---- -- 15 -- Lithe ---- -- 16 -- Lean ---- -- 17 -- Lithe ---- -- 18 -- Muscular ---- -- 19 -- Pouchy ---- -- 20 -- Stout ---- -- 21 -- Large ---- -- 22 -- Large & Agile ---- -- 23 -- Large & Bulky ---- -- 24 -- Large & Lanky ---- -- 25 -- Large & Rotund ---- -- 26 -- Huge ---- -- 27 -- Huge & Fat ---- -- 28 -- Huge & Lumbering ---- -- 29 -- Huge & Sinewy ---- -- 30 -- Huge & Svelte -{% /table %} - -### Distinctive Traits - -{% table %} -- 5d6 -- Trait ---- -- 6 -- Ageless ---- -- 7 -- Animalistic Features ---- -- 8 -- Antennae ---- -- 9 -- Bone Spikes ---- -- 10 -- Claws ---- -- 11 -- Elaborate Facial Markings ---- -- 12 -- Elemental Manifestation ---- -- 13 -- Excess Eyes ---- -- 14 -- Excess Mouths ---- -- 15 -- External Organs ---- -- 16 -- Extremely Pronounced Dimorphism ---- -- 17 -- Lack of Sexual Dimorphism ---- -- 18 -- Natural Crest ---- -- 19 -- Natural Horns ---- -- 20 -- Tetacles ---- -- 21 -- Tusks/Fangs ---- -- 22 -- Uncanny Proportions ---- -- 23 -- Unusual Body Shape ---- -- 24 -- Vestigal Limbs ---- -- 25 -- Weeping Sores ---- -- 26 – 30 -- Make something up -{% /table %} diff --git a/src/content/articles/kindred/index.mdoc b/src/content/articles/kindred/index.mdoc index 8773f1b..fbef8e0 100644 --- a/src/content/articles/kindred/index.mdoc +++ b/src/content/articles/kindred/index.mdoc @@ -33,13 +33,12 @@ seo: 1. [**Generate Materia**](#step-3-generate-materia) – Accumulate tokens from themes and deviations into a single pool 1. [**Drives** ](#step-4-drives) – tally the materia to determine drive 1. [**Gifts**](#step-5-gifts) – combine tokens to generate a kindred's unique traits and abilities -1. [**Leftovers**](#step-6-leftovers) – unspent tokens flow downstream to the heritage +1. [**Leftovers**](#step-6-leftovers) – unspent tokens flow downstream to the ancestry -### Step 1: The Seven Axes +## Step 1: The Seven Axes -#### Size - -{% TableWrapper variants=["axes"] %} +### Size +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -67,9 +66,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Lifespan +### Lifespan -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -97,9 +96,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Reproduction +### Reproduction -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -127,9 +126,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Habitat{% Sidenote #habitat-element marker="⋄" content="Habitat says HOW MUCH the environment constrains; the theme say HOW. An Earth-themed Dependent needs stone and darkness. A Fire-themed Vulnerable is killed by Drought or Cold" type="default" /%} +### Habitat{% Sidenote #habitat-element marker="⋄" content="Habitat says HOW MUCH the environment constrains; the theme says HOW. An Earth-themed Dependent needs stone and darkness. A Fire-themed Vulnerable is killed by Drought or Cold" type="default" /%} -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -157,9 +156,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Metabolism +### Metabolism -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -187,9 +186,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Attunement +### Attunement -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -217,9 +216,9 @@ seo: {% /table %} {% /TableWrapper %} -#### Cognition +### Cognition -{% TableWrapper variants=["axes"] %} +{% TableWrapper variant="axes" %} {% table %} - Position - Steps @@ -249,7 +248,8 @@ seo: {% Callout type="example" title="The Galla – Deviations" %} Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunlight, slow-thinking. Once baseline — now something else. -{% TableWrapper variants=["default"] %} + +{% TableWrapper variant="default" %} {% table %} - Axis - Position @@ -279,7 +279,7 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /TableWrapper %} {% /Callout %} -### Step 2: Themes +## Step 2: Themes - Describe the **material character** of each variation – what the flesh does, not why - First theme in each combination is the default – broadest expression. Others are narrower variants for more specific species concepts @@ -287,9 +287,9 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh - Roll `1d3` for Prime (1 = Soul, 2 = Body, 3 = Spirit) - Roll `1d5` for Essence (1 = Earth, 2 = Fire, 3= Water, 4 = Air, 5 = Aether) -{% TableWrapper variants=["elemental-grid"] %} +{% TableWrapper variant="elemental-grid" %} {% table %} -- +- - Earth (1) - Fire (2) - Water (3) @@ -319,11 +319,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 11 – Soul + Earth: Dense +### 11 – Soul + Earth: Dense - Individual biology that is heavy, rooted, materially present. The organism is MORE THERE than the baseline -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -347,11 +347,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 12 – Soul + Fire: Volatile +### 12 – Soul + Fire: Volatile - Individual biology that burns hot, consumes fast, runs itense. The organism is a furnace -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -375,11 +375,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 13 - Soul + Water: Mutable +### 13 - Soul + Water: Mutable - Individual biology that flows, shifts, dissolves boundaries -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -403,11 +403,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 14 – Soul + Air: Diffuse +### 14 – Soul + Air: Diffuse - Individual biology that extends beyond the body's envelope. Presence exceeds flesh. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -431,11 +431,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 15 – Soul + Aether: Numinous +### 15 – Soul + Aether: Numinous - Individual biology that interfaces with forces beyond the material. Flesh conducts what shouldn't be there. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -459,11 +459,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 21 – Body + Earth: Massive +### 21 – Body + Earth: Massive - Collective biology that is heavy, persistent, materially dominant. Together they are harder to move or break. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -487,11 +487,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 22 - Body + Fire: Eruptive +### 22 - Body + Fire: Eruptive - Collective biology that burns or overwhelms through combined intensity. Output compounds with numbers. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -515,11 +515,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 23 – Body + Water: Confluent +### 23 – Body + Water: Confluent - Collective biology where individual boundaries thin. Shared function across specimens. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -543,11 +543,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 24 – Body + Air: Dispersed +### 24 – Body + Air: Dispersed - Collective biology that spreads and communicates across distance. Coherence despite separation. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -571,11 +571,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 25 – Body + Aether: Consecrated +### 25 – Body + Aether: Consecrated - Collective biology that channels numinous force through combined presence. More bodies, stronger signal. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -599,11 +599,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 31 – Spirit + Earth: Calcified +### 31 – Spirit + Earth: Calcified - Biology transforming toward material fixity. Hardening, slowing, becoming more mineral than animal. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -627,11 +627,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 32 – Spirit + Fire: Pyroclastic +### 32 – Spirit + Fire: Pyroclastic - Biology that breaks down and regrows. Flesh fails, scars, replaces itself. The body cycles through collapse and renewal. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -655,11 +655,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 33 – Spirit + Water: Dissolving +### 33 – Spirit + Water: Dissolving - Biology losing definition. Flesh boundaries soften; organs blur into each other; the body is less distinct than it should be and getting worse. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -683,11 +683,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 34 – Spirit + Air: Attenuating +### 34 – Spirit + Air: Attenuating - Biology losing mass, density, substance. Bones hollow out; Flesh thins; the body is lighter and less solid each generation. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -695,7 +695,7 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh --- - *Attenuating* - Flesh becomes measurably less dense; bone hollows, muscle thins, skin translucifies -- Elves (Tolkien) | Eldarin (D&D) | Tuatha De Danann +- Elves (Tolkien) | Eldarin (D&D) | Tuatha De Danann (Irish) --- - *Dispersing* - The body sheds material — skin flakes, spores, dust, dander — constantly losing substance to the air @@ -711,11 +711,11 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% /table %} {% /TableWrapper %} -#### 35 – Spirit + Aether: Transfiguring +### 35 – Spirit + Aether: Transfiguring - Biology being actively rewritten by numinous exposure. Flesh changes in ways that don't follow normal biological rules; organs appear, disappear, or restructure without developmental cause. -{% TableWrapper variants=["theme"] %} +{% TableWrapper variant="theme" %} {% table %} - Theme - What the body does @@ -741,13 +741,14 @@ Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunligh {% Callout type="example" title="The Galla – Themes" %} The Galla use the following themes for their deviations: -- **Size =>** _Cauterized [Spirit+Fire]:_ healed-over systemic trauma; galla bear evidence of deliberate biological restructuring; compact frames shaped by generations of selection and modification -- **Lifespan =>** _Lithic [Body+Earth]:_ miniral deposits build in flesh over time; bone densifies, skin thickens, veins calcite; oldest specimen are more stone than flesh; immortality IS the mineralisation -- **Habitat =>** _Cursive [Spirit+Water]:_ progressive condition flowing through blood; sunlight exposure triggers mineral deposition; cumulative, irreversible; visibly advancing through the body -- **Cognition =>** _Accreted [Spirit+Earth]:_ mind accumulates and never clears; every thought, memory, grudge layered on the last; cognition as geological deposit; nothing discarded, everything compressed + +- **Size =>** *Cauterized [Spirit+Fire]:* healed-over systemic trauma; galla bear evidence of deliberate biological restructuring; compact frames shaped by generations of selection and modification +- **Lifespan =>** *Lithic [Body+Earth]:* mineral deposits build in flesh over time; bone densifies, skin thickens, veins calcite; oldest specimen are more stone than flesh; immortality IS the mineralisation +- **Habitat =>** *Cursive [Spirit+Water]:* progressive condition flowing through blood; sunlight exposure triggers mineral deposition; cumulative, irreversible; visibly advancing through the body +- **Cognition =>** *Accreted [Spirit+Earth]:* mind accumulates and never clears; every thought, memory, grudge layered on the last; cognition as geological deposit; nothing discarded, everything compressed {% /Callout %} -### Step 3: Generate Materia +## Step 3: Generate Materia - **1 Step Deviation =>** theme provides Prime×Essence; choose ONE (take Prime or Essence) - **2 Step Deviation =>** theme provides Prime×Essence; take both @@ -755,23 +756,24 @@ The Galla use the following themes for their deviations: - *Materia* is the kindred's identity – what's dominant, what's secondary, where the tensions are {% Callout type="example" title="The Galla – Materia" %} -Based on their themes, the Galla have a _Materia_ composed of -- **1 Body** _(Lithic)_ -- **1 Spirit** _(Cauterized)_ -- **1 Water** _(Cursive)_ -- **2 Earth** _(Lithic & Accreted)_ +Based on their themes, the Galla have a *Materia* composed of + +- **1 Body** *(Lithic)* +- **1 Spirit** *(Cauterized)* +- **1 Water** *(Cursive)* +- **2 Earth** *(Lithic & Accreted)* {% /Callout %} -### Step 4: Drives +## Step 4: Drives - **Drive =>** biological compulsion hardwired into the kindred; - Instinct that flesh imposes, **NOT cultural value;** culture can suppress, channel, or celebrate drive, but can't eliminate it - *Cage Test:* put kindred in a controlled enviroment without culture, language, or history – what behaviours emerge from the flesh itself -- *Reading the drive:* **Dominant essence** determines *WHAT* the compulsion is; **dominant prime** colors *HOW* it feels +- *Reading the drive:* **Dominant essence** determines *WHAT* the compulsion is; **dominant prime** colours *HOW* it feels -#### Example Drives +### Example Drives -##### Earth – Material Compulsion +#### Earth – Material Compulsion - **Accrete =>** accumulates and refuses to release - *+Soul:* every loss is a wound; lets go of nothing because releasing feels like dying @@ -782,18 +784,18 @@ Based on their themes, the Galla have a _Materia_ composed of - *+Body:* can't stop reinforcing; keeps adding weight, adding layers, adding strructure to what's already holding; stopping feels like collapse - *+Spirit:* doesn't know what it's bracing against; the tension is permanent, purposeless; rigid against threats that may never come; anxious stillness -##### Fire – Consuming Compulsion +#### Fire – Consuming Compulsion - **Hunger =>** seeks fuel even when sated - *+Soul:* wants with the whole self; the craving is identity; »I want« is the only thought that feels real - *+Body:* slow, inexorable consumption; not frenzied but relentless; still eating when the table is bare and the guests are gone - - *+Spirit:* the hunger is for something that doesn'T exist yet; feeds and feeds but the satisfication keeps dissolving; chasing a taste it imagined once + - *+Spirit:* the hunger is for something that doesn't exist yet; feeds and feeds but the satisfaction keeps dissolving; chasing a taste it imagined once - **Flare =>** escalates past what the situation warrants - *+Soul:* white-hot and personal; the insult burns; can't let it go because letting it go means the fire goes out - *+Body:* anger outlasts the cause; grudge-fury; still seething about something three generations ago - *+Spirit:* doesn't know what it's angry at; the rage is free-floating, attaches to whatever's nearest; wakes up furious at nothing -##### Water – Boundary Compulsion +#### Water – Boundary Compulsion - **Seek =>** orients toward absent stimuli; biological homesickness - *+Soul:* heartbreak as compass; the absent thing is more real than anything; every joy is hollow because it isn't THAT @@ -804,7 +806,7 @@ Based on their themes, the Galla have a _Materia_ composed of - *+Body:* the bond has become the structure; the relationship IS the organism's skeleton; can't separate because separation is amputation - *+Spirit:* clings to one thing, then another; the attachment is desperate and transferable; not loyal to WHAT it holds but to the act of holding -##### Air – Expansive Compulsion +#### Air – Expansive Compulsion - **Probe =>** investigates novel stimuli before assessing threat - *+Soul:* can't leave a mystery alone; the unknown is an itch; picks at secrets the way a tongue finds a broken tooth @@ -813,26 +815,26 @@ Based on their themes, the Galla have a _Materia_ composed of - **Flee =>** confinement triggers escape; any constraint, obligation, or enclosure demands immediate flight - *+Soul:* can't tolerate being known; intimacy is a cage; the moment someone gets close, the organism bolts; every relationship is an escape route - *+Body:* walls close in; obligations accumulate like weight; the organism endures and endures util one day, it simply isn't there anymore; quiet disappearance - - *+Spirit:* doesn't know what it's runnig from; the flight keeps changing direction; escapes one thing and immediately feels trapped by the next; freedom itself becomes the cage + - *+Spirit:* doesn't know what it's running from; the flight keeps changing direction; escapes one thing and immediately feels trapped by the next; freedom itself becomes the cage -##### Aether – Numinous Compulsion +#### Aether – Numinous Compulsion - **Fixate =>** locks onto stimulus and cannot disengage - *+Soul:* pattern is the only thing that matters; everything else dims; the fixation is a form of worship and a form of starvation - *+Body:* can't stop repeating; the pattern demands completion; every cycle demands another cycle; the ritual grows heavier but stopping is unthinkable - - *+Spirit:* fiates with terrifying intensity then drops it completely; the obsession is total and tempoary; burns through fascination like fuel + - *+Spirit:* fixates with terrifying intensity then drops it completely; the obsession is total and temporary; burns through fascination like fuel - **Breach =>** pushes against material limits; testing boundaries and thresholds - *+Soul:* daring instinguishable from self-destruction; crosses the line because NOT crossing it feels like cowardice; the forbidden is a dare the self makes to itself - *+Body:* keeps pushing even when the boundary is already broken; the pressure never lets up; finds new walls inside the ruins of old ones; can't stop leaning against something - - *+Spirit:* picks at the seams of things; doesn'T just cross boundaries but dissolves them; leaves reality slightly less coherent wherever it's been + - *+Spirit:* picks at the seams of things; doesn't just cross boundaries but dissolves them; leaves reality slightly less coherent wherever it's been {% Callout type="example" title="The Galla – Drive" %} -Based on their materia, _Earth_ is the strongest essence, and while the primes _Body_ and _Spirit_ tie, their themes show a definitive weight towards _Sprit,_ so we choose **Accrete** through _Spirit_ as their drive. +Based on their materia, *Earth* is the strongest essence, and while the primes *Body* and *Spirit* tie, their themes show a definitive weight towards *Sprit,* so we choose **Accrete** through *Spirit* as their drive. Galla collect scars, grudges, memories as much as objects; layered with things that should have been shed long ago; the accumulation keeps transforming but never stops. {% /Callout %} -### Step 5: Gifts +## Step 5: Gifts - is a **unique biological capacity** – some the Kindred can DO that baseline can't - **Grammar =>** built by combining elemental tokens – *Primes* and *Essences* each carry their full elemental character into the combinations @@ -841,13 +843,13 @@ Galla collect scars, grudges, memories as much as objects; layered with things t - **Minimum:** *1 Prime + 1 Essence* - Combination is the description; elements tell you what the Gift does -#### Primes – Character +### Primes – Character - **Soul =>** what burns; the spark; individual agency, desire, will, passion, the inner fire; the self as initiator; *what ignites* - **Body =>** what remains; persistence, structure, endurance, weight; the material, the external, the collective; *what holds* - **Spirit =>** what escapes; the volatile, the liminal, the transformative; what can't be pinned down; what crosses thresholds; *the medium through which change happens* -#### Essences - Character +### Essences - Character - **Earth =>** heavy, material, foundational, dense, enduring, fertile, buried, crushing - *+Soul:* tougher flesh; pain suppressed; instinct that digs in and won't yield; possessive grip; rooted and immoveable @@ -866,25 +868,25 @@ Galla collect scars, grudges, memories as much as objects; layered with things t - *+Body:* distance collapsed; flight; sonic force; atmosphere manipulated; signals broadcast; space stretched or compressed - *+Spirit:* presence dispersed across space; the veil thinned wide; haunting; change carried on the wind; the between stretched thin - **Aether =>** transcendent, numinous, sacred, alien, ordered, fated, veiled - - *+Soul:* innate magic; spirit-sight; prophetic dreams; the mind touching what it wasn't build to touch; inner sancticity or inner corruption + - *+Soul:* innate magic; spirit-sight; prophetic dreams; the mind touching what it wasn't built to touch; inner sancticity or inner corruption - *+Body:* sacred ground; blessed or cursed matter; relics; physical reality charged with the divine; substance suffused with meaning - *+Soul:* the veil itself manipulated; doorway opened or sealed; the boundary between worlds; the crossing itself as territory -#### Building a Gift +### Building a Gift 1. Describe what the Gift does in plain language; 1. Identify the elemental **character** of how it works (*Primes & Essences*) 1. Spend those tokens from the pool 1. Name it -##### Example Gifts +#### Example Gifts - **Flight [Body+Air] =>** material body *(Body)* extending through space *(Air);* wings, hollow bones, light frames; biological flight - **Levitation [Soul+Aether] =>** self *(Soul)* touching the beyond *(Aether);* no wings, no physics – organism just rises - **Telepathy [Soul+Air] =>** self *(Soul)* extending awareness across distance *(Air);* always on psychic broadcast - **Fear Aura [Body+Fire+Air] =>** intense *(Fire)* signal *(Air)* projected outward with persistent weight *(Body);* biological terror field - **Petrifying Gaze [Body+Earth+Air] =>** material substance *(Body+Earth)* imposed through signal at distance *(Air);* eyes that turn flesh to stone -- **Skin-shifting [Spirit+Water+Aether] =>** liminal *(Spirit)* dissolving form *(Water)* across a threshold *(Aether);* organism doesn'T choose to change – crosses a boundary and flesh follows; +- **Skin-shifting [Spirit+Water+Aether] =>** liminal *(Spirit)* dissolving form *(Water)* across a threshold *(Aether);* organism doesn't choose to change – crosses a boundary and flesh follows; - **Regeneration [Spirit+Earth+Fire] =>** transformation *(Spirit)* of material flesh *(earth)* through consuming and refining damaged tissue *(Fire);* the wound is fuel - **Venom Spit [Body+Fire] =>** destructive biological output *(Fire)* directed at external targets *(Body);* caustic secretion, always producing - **Spirit Sight [Soul+Aether] =>** self *(Soul)* touching the numinous *(Aether);* ghost-sight, sensing magic, perceive the hidden @@ -897,9 +899,10 @@ Galla collect scars, grudges, memories as much as objects; layered with things t **Galla Curing [Spirit+Earth+Water] =>** Galla are able to direct their own mineralisation; harden a fist before strike, calcifying a wound shut, soften joints for precision; every use advances the curse {% /Callout %} -### Step 6: Leftovers +## Step 6: Leftovers + - Unspent tokens flow downstream to *Calcination;* every token spent on gifts is a token culture doesn't get; every token saved for culture is a gift the species doen't have {% Callout type="example" title="The Galla – Leftovers" %} -Every Galla heritage or ancestry autmatically receives **1 Earth & 1 Body Token.** +Every Galla ancestry automatically receives **1 Earth & 1 Body Token.** {% /Callout %} diff --git a/src/content/articles/kinship/index.mdoc b/src/content/articles/kinship/index.mdoc new file mode 100644 index 0000000..3210616 --- /dev/null +++ b/src/content/articles/kinship/index.mdoc @@ -0,0 +1,206 @@ +--- +title: Kinship +summary: household structure; marriage; descent; inheritance; authority +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how people organize households, marriages, lineage, and domestic authority; where culture meets biology and economics meet desire +- where **Gender** declares categories and roles; **Kinship** declares _structures_ – who lives with whom, who marries whom, who inherits, who decides + +### Random Generation +1. **Roll category =>** household, marriage, descent, authority +2. **Roll entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### Category + +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Structure +- Description +--- +- 1 +- [**Household**](#household) +- who lives under one roof; how domestic space is organized +--- +- 2 +- [**Marriage**](#marriage) +- how unions are formed; what they mean; how permanent they are +--- +- 3 +- [**Descent**](#descent) +- who you belong to; how lineage is traced; how identity and property transmit +--- +- 4 +- [**Authority**](#authority) +- who holds power in the household; how domestic decisions are made +{% /table %} +{% /TableWrapper %} + +### Household +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Structure +- Description +--- +- 1 +- **Nuclear** +- couple & children; independent unit; economically self-contained +--- +- 2 +- **Extended** +- multiple generations under one roof; patriarch/matriarch led; shared labor & resources +--- +- 3 +- **Clannish** +- related families clustered; shared resources; collective identity; clan compound is the political unit +--- +- 4 +- **Cooperative** +- non-kin cohabitation; shared child-rearing, collective household; membership by choice or circumstance +--- +- 5 +- **Segmented** +- gendered or role-based; men's house, women's house, children's houce; the household is spatially divided +--- +- 6 +- **Fluid** +- household composition changed; seasonal, circumstantial, informal; who lives where shifts with need +{% /table %} +{% /TableWrapper %} + +### Marriage +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Structure +- Description +--- +- 1 +- **Monogamous** +- one spouse; exclusive pair bond; default or enforced +--- +- 2 +- **Polygynous** +- one husband, multiple wives; status display, labor organization, alliance building +--- +- 3 +- **Polyandrous** +- one wife, multiple husbands; resource concentration, land preservation, fraternal solidarity +--- +- 4 +- **Serial** +- sequential marriages expected; divorce and remarriage normal; unions are phases, not permanent states +--- +- 5 +- **Contractual** +- marriage as negotiated agreement with terms, duration, and contions; trial periods, dissolution clauses, renewal +--- +- 6 +- **Collective** +- multiple partners in mutual union; no central anchor +{% /table %} +{% /TableWrapper %} + +### Descent +{% TableWrapper variant="random" %} +{% table %} +- d10 +- Structure +- Description +--- +- 1 +- **Patrilineal** +- traced through father; property, name, and identity through male line +--- +- 2 +- **Matrilineal** +- traced through mother; property, name, and identity through female line +--- +- 3 +- **Bilateral** +- both lines recognized; flexible affiliation; individuals may emphasize either side as advantage dictates +--- +- 4 +- **Ambilineal** +- individual chooses which line to affiliate with; choice is binding; creates competing descent groups +--- +- 5 +- **Adoptive** +- lineage constructed, not born; chosen heirs, adopted members carry full status; blood is irrelevant or secondary +--- +- 6 +- **Cognatic** +- all descendants regardless of line; property fragments each generation; everyone has a claim +--- +- 7 +- **Primogeniture** +- Eldest inherits +--- +- 8 +- **Ultimogeniture** +- Youngest inherits +--- +- 9 +- **Elective** +- Heir chosen by council, family vote, or patron; merit or politics over birth +--- +- 10 +- **Gendered** +- only one gender inherits; the other receives downry/bride-price or nothing +{% /table %} +{% /TableWrapper %} + +### Authority +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Structure +- Description +--- +- 1 +- **Patriarchal** +- male-gendered authority in household, property, and representation; structural and legal +--- +- 2 +- **Matriarchal** +- female-gendered authority in household, property, and representation; structural and legal +--- +- 3 +- **Complementary** +- authority split by domain; one gender controls the household, another the public sphere; neither subordinate +--- +- 4 +- **Gerontocratic** +- eldest holds authority regardless of gender; age outranks everything +--- +- 5 +- **Meritocratic** +- authority by demonstrated capability; gender and age formally irrelevant to household power +--- +- 6 +- **Rotating** +- authority shifts by context, season, or life stage; no permanent holder; the household redistributes power +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/martial-affinity/index.mdoc b/src/content/articles/martial-affinity/index.mdoc new file mode 100644 index 0000000..5165f6e --- /dev/null +++ b/src/content/articles/martial-affinity/index.mdoc @@ -0,0 +1,230 @@ +--- +title: Martial Affinity +summary: combat philosophy; warrior identity; weapon culture; tactics +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Faith + - Vessel + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +## Overview + +## Random Generation +1. **Roll Category =>** Philosophy, Identity, Weapons, Tactics +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Philosophy**](#philosophy) +- how the entity approaches violence; the doctrine behind the fighting +--- +- 2 +- [**Identity**](#identity) +- who fights; what the warriors social position is +--- +- 3 +- [**Weapons**](#weapons) +- what the entity fights with; the weapon that defines the warrior +--- +- 4 +- [**Tactics**](#tactics) +- signature battlefield methods; the specific trick this entity is known for +{% /table %} +{% /TableWrapper %} + +### Philosophy +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Category +- Description +--- +- 1 +- **Shock** +- overwhelming force, decisive engagement; break the enemy fast +--- +- 2 +- **Attrition** +- wear them down, outlast; patience as weapon +--- +- 3 +- **Ambush/Raid** +- strike and vanish; terrain advantage; refuse pitched battles +--- +- 4 +- **Defensive** +- hold ground, fortify; make the enemy come to you +--- +- 5 +- **Skirmish** +- loose, mobile, harassing; flexible engagement; refuse commitment +--- +- 6 +- **Ritual/Formal** +- rules of engagement, challenges; warfare as ceremony +--- +- 7 +- **Swarm** +- numbers, coordination, expandable units; no individual heroes +--- +- 8 +- **Duel** +- warfare as series of individual combats; champions, honor fights +{% /table %} +{% /TableWrapper %} + +### Identity +- who fights; what the warrior's social position is +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Identity +- Description +--- +- 1 +- **Universal Obligation** +- everyone fights; no separate warrior class +--- +- 2 +- **Elite Caste** +- dedicated warrior class; trained from youth; separated from civilian life +--- +- 3 +- **Mercenary/Professional** +- fighting as trade; paid service; contractual +--- +- 4 +- **Militia/Levy** +- civilians called up in crisis; part-time fighters +--- +- 5 +- **Initiated** +- warrior status earned through ritual, trial, or ordeal+ +--- +- 6 +- **Conscript** +- forced service; unfree soldiers; expendable +{% /table %} +{% /TableWrapper %} + +### Weapons +- what the enitity fights with; the weapon that defines the warrior +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Culture +- Description +--- +- 1 +- **Blades** +- swords, axes, knives; close-quarters, personal +--- +- 2 +- **Polearms** +- spears, halberds, pikes; reach, formation, versatility +--- +- 3 +- **Ranged** +- bow, slings, javelins; distance killing +--- +- 4 +- **Blunt** +- maces, hammers, clubs; armor-defeating, brutal +--- +- 5 +- **Flexible** +- whips, chains, flails, nets; unusual, specialized +--- +- 6 +- **Unarmed** +- wrestling, martial arts, grappling traditions; the body is the weapon +--- +- 7 +- **Improvised/Natural** +- tools as weapons, natural weapons, beast-bonded combat; fighting with what you have +--- +- 8 +- **Shield Culture** +- shield as primary identity; wall-fighting, defensive offense; the shield defines the warrior +{% /table %} +{% /TableWrapper %} + +### Tactics +- signature battlefield methods; the specific trick this culture is known for +{% TableWrapper variant="random" %} +{% table %} +- d12 +- Tactic +- Description +--- +- 1 +- **Mounted Combat** +- cavalry, chariots, beast-riders; mobility as doctrine +--- +- 2 +- **Shield Wall/Formation** +- disciplined close-order; collective protection; the line holds +--- +- 3 +- **Guerilla** +- terrain exploitation; ambush, asymmetric warfare; the land fights for you +--- +- 4 +- **Berserker/Frenzy** +- altered state-combat; drug-fueled, ecstatic violence; the mind let's go +--- +- 5 +- **Poisoned Weapons** +- toxins, venoms, alchemical enhancement; the wound keeps working +--- +- 6 +- **Beast Integration** +- war dogs, hunting birds, trained monsters, bonded animals; the army has teeth +--- +- 7 +- **Engineering** +- siege weapons, field fortifications, traps, battlefield preparation; the war is built +--- +- 8 +- **Maritime** +- boardings actions, ramming, naval archery, amphibious assault; the sea is the battlefield +--- +- 9 +- **Arcane Warfare** +- sorcery integrated into military doctrine; battle rituals, enchanted arms, summoned reinforcements +--- +- 10 +- **Divine Mandate** +- priest-led warfare; blessings, morale magic, holy wrath; the army fights under sacred authority +--- +- 11 +- **Psychological** +- terror tactics, intimidation, war cries, skull piles, flayed banners; the army breaks you before contact +--- +- 12 +- **Scorched Earth** +- deliberate destruction of terrain, resources, settlements; deny the enemy everything; victory made withless +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/naming/index.mdoc b/src/content/articles/naming/index.mdoc new file mode 100644 index 0000000..05cb01a --- /dev/null +++ b/src/content/articles/naming/index.mdoc @@ -0,0 +1,219 @@ +--- +title: Naming +summary: personal name structure; honorifics; institutional titles +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Heritage + - Ancestry + - Religion + - Faith + - Vessel + - Discipline + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- + +## Overview +- what people call themselves and each other; names encode identity, hierarchy, kinship, and power + +## Random Generation +1. **Roll Category =>** structure, acquisition, honirifics, phonetics +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +### Category +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [Structure](#structure) +- how the name is built; what components it carries +--- +- 2 +- [Acquisition](#acquisition) +- how and when you receive your name +--- +- 3 +- [Honorifics](#honorifics) +- how titles and forms of address work +--- +- 4 +- [Phonetics](#phonetics) +- broad sound tendencies; not prescriptive – enough to give consistent naming aesthetics +{% /table %} +{% /TableWrapper %} + +### Structure +- how the name is built; what components it carries +{% TableWrapper variant="random" %} +{% table %} +- d10 +- Structure +- Description +--- +- 1 +- **Single Name** +- one name only; small communities, pre-literate, or cultures where one name suffices +--- +- 2 +- **Given + Patronymic** +- _»son/daughter of«;_ lineage through father +--- +- 3 +- **Given + Matronymic** +- _»child of [mother]«;_ lineage through mother +--- +- 4 +- **Given + Clan/Kin name** +- family or group identifier; inherited; marks collective belonging +--- +- 5 +- **Given + Place name** +- _»of somewhere«;_ territorial identity; the land names you +--- +- 6 +- **Given + Deed name** +- earned through action; appended, not replacing; marks distinction +--- +- 7 +- **Given + Trade name** +- occupation as identity; guild cultures, caste systems; you are what you do +--- +- 8 +- **Multiple Given Names** +- layered names from different sources; birth name, sacred name, adult name +--- +- 9 +- **Secret/True Name** +- hidden name with power; public name is mask; knowing the true name grants authority +--- +- 10 +- **Theophoric** +- gods name embedded in personal name; _»gift of [God]«, servant of [God];_ sacred identity carried daily +{% /table %} +{% /TableWrapper %} + +### Acquisition +- how and when you receive your name +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Acquisition +- Description +--- +- 1 +- **Birth-Named** +- given at birth; permanent; identity fixed from the start +--- +- 2 +- **Inherited** +- you receive a dead ancestor's name; the name cycles through the lineage; you carry their weight +--- +- 3 +- **Delayed** +- named after survival period; infant mortality acknowledged; you earn a name by living +--- +- 4 +- **Earned/Changed** +- name changes at life transition; childhood name replaced at adulthood, marriage or ordeal +--- +- 5 +- **Accumulated** +- names added over life; each marks an achievement, event, or relationship; the name grows with you +--- +- 6 +- **Bestowed by Authority** +- named by chief, priest, elder, master; the name is a social act; someone with power decides who you are +--- +- 7 +- **Self-Chosen** +- individual select own name at maturity; autonomy marker; you declare who you are +--- +- 8 +- **Divinely Revealed** +- name received through vision, omen, or sacred process; the name finds you +{% /table %} +{% /TableWrapper %} + +### Honorifics +- how titles and forms of address work +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Type +- Description +--- +- 1 +- **Pre-Name** +- title before personal name; _»Lord«, »Father«, »Master«_ +--- +- 2 +- **Post-Name** +- title after personal name; _»the Bold«, »Twice-Born«, »of the Iron Hand« +--- +- 3 +- **Replacement** +- title replaces personal name entirely; office subsumes person; the name dies when the role begins +--- +- 4 +- **Honorific Chain** +- accumulated titles strung together; status measured by length; the full style is a performance +--- +- 5 +- **Humility Marker** +- self-deprecating form; _»your humble servant«, »this unworthy one«;_ status displayed through performed lowliness +--- +- 6 +- **Taboo Name** +- name of ruler or god cannot be spoken; circumlocution required; power makes the name unsayable +{% /table %} +{% /TableWrapper %} + +### Phonetics +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Tendency +- Description +--- +- 1 +- **Harsh/Guttural** +- hard consonants, stops, short syllables; _K,G,R,D_ clusters +--- +- 2 +- **Flowing/Melodic** +- vowel-heavy, long syllables, musical; _L,N,S, vowel_ runs +--- +- 3 +- **Clipped/Terse** +- short names, monosyllabic, efficient; every sound earns its place +--- +- 4 +- **Elaborate/Long** +- many syllables, compound constructions, formal; the name is an occasion +--- +- 5 +- **Tonal/Rhythmic** +- pattern matters as much as sound; poetic naming; stress and cadence carry meaning +--- +- 6 +- **Compound** +- names built from meaninful morphemes; each syllable carries semantic weight; the name is a sentence +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/prima-materia/index.mdoc b/src/content/articles/prima-materia/index.mdoc index 83610e5..b2ccdcf 100644 --- a/src/content/articles/prima-materia/index.mdoc +++ b/src/content/articles/prima-materia/index.mdoc @@ -7,7 +7,7 @@ cover: publishDate: 2026-02-25T23:28:00.000Z status: published isFeatured: false -parent: the-crucible +parent: stages tags: - Crucible Stage - Generation @@ -24,8 +24,8 @@ seo: - Everything built later – kin, faith, magic, states – rests on what exists here - The physical world before culture touches it - Two halves: - - [**Domain:**](/the-crucible/prima-materia/domain) the land; climate, topography, biome, features, resources - - [**Kindred:**](/the-crucible/prima-materia/kindred) the biology; species-level bodies, physical traits, innate abilities + - [**Domain:**](/the-crucible/stages/prima-materia/domain) the land; climate, topography, biome, features, resources + - [**Kindred:**](/the-crucible/stages/prima-materia/kindred) the biology; species-level bodies, physical traits, innate abilities - Neither half generates *Culture* – that's **Calcination** - *Prima Materia* generates **Conditions;** the material constraints culture must respond to - Different land, different problems; different problems, different solutions; different solutions, different civilisations diff --git a/src/content/articles/social-rituals/index.mdoc b/src/content/articles/social-rituals/index.mdoc new file mode 100644 index 0000000..bcc7436 --- /dev/null +++ b/src/content/articles/social-rituals/index.mdoc @@ -0,0 +1,254 @@ +--- +title: Social Rituals +summary: greeting; oaths; rites of passage; conflict resolution; calendar +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Religion + - Faith + - Vessel + - Discipline + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- how people interact in structured, meaningful ways; greetings, oaths, conflict resolution, seasonal observances +- the connective tissue of daily life; how a culture turns strangers into participants + +## Random Generation +1. **Roll Category =>** Greeting, Oaths, Conflict, Seasonal +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Greeting**](#greeting) +- how strangers and familiars approach each other; the first act of social contact +--- +- 2 +- [**Oaths**](#oaths) +- how promises are made binding; what makes a word stick +--- +- 3 +- [**Conflict**](#conflict) +- how disputes are resolved; what happens when the social fabric tears +--- +- 4 +- [**Seasonal**](#seasonal) +- how the people marks time collectively; the rhythm of the shared cycle +{% /table %} +{% /TableWrapper %} + +### Greeting +- how strangers and familiars approach each other; the first act of social contact +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Ritual +- Description +--- +- 1 +- **Prostration** +- full body submission; divine or royal contexts; the ground receives you +--- +- 2 +- **Bowing** +- degrees encode status differential; the depth says everything +--- +- 3 +- **Embrace/Kiss** +- physical contact; intimacy, kinship, pease; the body bridges the gap +--- +- 4 +- **Hand/Arm Clasp** +- warrior greeting; equality, trust, showing no weapon +--- +- 5 +- **Verbal Formula** +- prescribed words; call-and-response, blessing exchange; the script must be followed +--- +- 6 +- **Gift Exchange** +- obligatory offering upon meeting; value encodes relationship +--- +- 7 +- **Shared Consumption** +- eat or drink together before business; trust ritual; nothing happens until you've shared +--- +- 8 +- **Threshold Ritual** +- specific behavior at doorways, gates, borders; permission to enter; the space must accept you +{% /table %} +{% /TableWrapper %} + +### Oath +- how promises are made binding: what makes a word stick +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Ritual +- Description +--- +- 1 +- **Sworn Word** +- verbal oath sufficient; breaking it is social death +--- +- 2 +- **Witnessed Oath** +- requires specific witnesses; elders, priests, ancestors; the oath exists because others heard it +--- +- 3 +- **Blood Oath** +- blood exchanged or shed; physical bond; the body seals the promise +--- +- 4 +- **Object-Bound** +- oath sword on sacred object, weapon, hearth, grave; the thing that holds the oath +--- +- 5 +- **Written Contract** +- documented, sealed, archived; literate binding; the text outlasts the speaker +--- +- 6 +- **Hostage Exchange** +- people given as guarantee; children, relatives, champions; flesh as collateral +--- +- 7 +- **Curse-Bound** +- oath carries supernatural enforcement; violation invites divine punishment +--- +- 8 +- **Trial/Ordeal** +- oath validated through physical or sacred test; you prove your word with your body +{% /table %} +{% /TableWrapper %} + +### Conflict +- how disputes are resolved; what happens when the social fabric tears +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Ritual +- Description +--- +- 1 +- **Mediation** +- neutral third party negotiates; the mediator's reputation is the currency +--- +- 2 +- **Council/Moot** +- collective deliberation, public argument; the community decides +--- +- 3 +- **Duel/Champion** +- representatives fight; outcome binds both parties; violence as arbitration +--- +- 4 +- **Compensation/Weregilt** +- injury priced; payment resolves grievance; everything has a value +--- +- 5 +- **Ordeal** +- divine judgement through trial; fire, water, combat; the gods decide +--- +- 6 +- **Exile/Outlawry** +- removal from community as resolution; the worst punishment is absence +--- +- 7 +- **Feud** +- structured, ongoing, reciprocal violence with rules; the wound that heals by reopening +--- +- 8 +- **Submission** +- loser performs ritual abasement; winner displays mercy or doesn't; hierarchy restored through humilation +{% /table %} +{% /TableWrapper %} + +### Seasonal +- how people mark time collectively; the rhythm of the shared year +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Ritual +- Description +--- +- 1 +- **Harvest Festival** +- agricultural celebration; surplus distribution; thanksgiving for what the land gave +--- +- 2 +- **Solstice/Equinox** +- astronomical markers; cosmic renewal; calendar anchors; the sky tells you where you are +--- +- 3 +- **Market/Fair** +- periodic trade gathering with social and ritual dimensions; commerce as festival +--- +- 4 +- **Pilgrimage** +- sacred journey; communal movement; transformation through travel +--- +- 5 +- **Purification Cycle** +- regular communal cleansing; physical, spiritual, social reset; the slate wiped clean +--- +- 6 +- **Remembrance** +- honoring past events, ancestors, victories, disasters; the culture looks backward together +--- +- 7 +- **Carnival/Inversion** +- social roles inversed; rules suspended; chaos sanctioned; the order proves itself by surviving its own mockery +--- +- 8 +- **Mourning Season** +- collective grief period; cultural reset through shared loss; the community grieves as one +{% /table %} +{% /TableWrapper %} + +## Calendar +- reference list; not rolled – pick based on cultural character +- how the people organize time + +{% TableWrapper variant="default" %} +{% table %} +- System +- Description +--- +- **Astronomical** +- solar, lunar, stellar; tied to observable celestial cycles +--- +- **Agricultural** +- planting/harvest rhythm; seasons defined by work +--- +- **Ritual** +- sacred events define year; festival calendar is the calendar +--- +- **Regnal** +- years counted from ruler's accession; time is political +--- +- **Mythological** +- calendar tied to cosmic narrative; cyclical eras, ages of gods +--- +- **Practical** +- nor formal calendar; time measured by generations, seasons, events +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/stages/index.mdoc b/src/content/articles/stages/index.mdoc new file mode 100644 index 0000000..3f10634 --- /dev/null +++ b/src/content/articles/stages/index.mdoc @@ -0,0 +1,14 @@ +--- +title: Stages +summary: The 7 stages of the crucible +cover: + showInHeader: false +publishDate: 2026-03-16T13:43:00.000Z +status: published +isFeatured: false +parent: the-crucible +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- diff --git a/src/content/articles/symbols-and-heraldry/index.mdoc b/src/content/articles/symbols-and-heraldry/index.mdoc new file mode 100644 index 0000000..2126b05 --- /dev/null +++ b/src/content/articles/symbols-and-heraldry/index.mdoc @@ -0,0 +1,249 @@ +--- +title: Symbols & Heraldry +summary: institutional devices; armorial shapes; color vocabulary; +cover: + showInHeader: false +publishDate: 2026-03-14T11:57:00.000Z +status: published +isFeatured: false +parent: tincture +tags: + - Flavor + - Tincture + - Crucible + - Religion + - Faith + - Vessel + - Discipline + - Craft + - Realm +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- institutional identity nade visible; the device on a banner, the seal on a document, the emblem on a building +- where adornments mark _people,_ Heraldry marks _organizations;_ exists because institutions need to project identity beyond individuals + +## Random Generation +1. **Roll Category =>** Shape, Charge, Color, Composition +2. **Roll Entry =>** specific result within that category +3. **Interpret =>** read result through _Materia_ and _Temperament_ + +## Master List + +{% TableWrapper variant="random" %} +{% table %} +- d4 +- Category +- Description +--- +- 1 +- [**Shape**](#shape) +- the physical form of the device; the frame that carries the charge +--- +- 2 +- [**Charge**](#charge) +- the central device; what the symbol depicts +--- +- 3 +- [**Color**](#color) +- the color vocabulary of the device; what hues mean +--- +- 4 +- [**Composition**](#composition) +- how the device is arranged; the visual logic of the symbol +{% /table %} +{% /TableWrapper %} + +### Shape +- physical form of the device; the frame that carries the charge +{% TableWrapper variant="random" %} +{% table %} +- d12 +- Category +- Description +--- +- 1 +- **Round / Targe** +- circular; ancient, tribal origin, shield-derived +--- +- 2 +- **Heater** +- classic triangular shield; knightly, feudal +--- +- 3 +- **Kite** +- elongated top-heavy; mounted warrior origin +--- +- 4 +- **Lozenge** +- diamond; non-martial, often feminine or clerical +--- +- 5 +- **Oval / Cartouche** +- rounded rectangle; administrative, scholarly, ecclesiastical +--- +- 6 +- **Square / Banner** +- blocky; municipal, mercantile, guild +--- +- 7 +- **Irregular / Organic** +- asymmetric, natural forms; animistic, arcane, wild +--- +- 8 +- **Tower / Arch** +- architectural frame; urban, civic, fortified +--- +- 9 +- **Beast-Shaped** +- animal silhouette as frame; totemic, clan-derived +--- +- 10 +- **Weapon-Shaped** +- sword, axe, hammer outline; martial orders +--- +- 11 +- **No Frame** +- device floats without border; sacred, transcendent, arcane +--- +- 12 +- **Seal / Stamp** +- circular or irregular impression; bureaucratic, contractual, pressed into wax or clay +{% /table %} +{% /TableWrapper %} + +### Charge +- the central device; what the symbol depicts +{% TableWrapper variant="random" %} +{% table %} +- d12 +- Charge +- Description +--- +- 1 +- **Beast** +- real or mythological animal; lion, eagle, dragon, serpent +--- +- 2 +- **Plant** +- tree, flower, vine, grain; agricultural, growth, lineage +--- +- 3 +- **Celestial** +- sun, moon, stars, comet; divine mandate, cosmic order +--- +- 4 +- **Weapon** +- sword, spear, hammer, bow; martial identity +--- +- 5 +- **Tool** +- anvil, scale, plough, quill; craft or trade identity +--- +- 6 +- **Geometric** +- chevron, cross, bar, bend; abstract order, mathematical +--- +- 7 +- **Body Part** +- hand, eye, skull, wing; specific symbolism +--- +- 8 +- **Element Symbol** +- flame, wave, mountain, wind; elemental identity +--- +- 9 +- **Sacred Object** +- chalice, altar, book, key; religious authority +--- +- 10 +- **Crown / Regalia** +- sovereign authority; legitimate rule made visible +--- +- 11 +- **Architecture** +- tower, gate, bridge, wall; civic or territorial claim +--- +- 12 +- **Composite / Chimera** +- combined forms; hybrid identity, merged institutions +{% /table %} +{% /TableWrapper %} + +### Color +- the color vocabulary of the device; what hues mean +{% TableWrapper variant="random" %} +{% table %} +- d6 +- Category +- Description +--- +- 1 +- **Metals** +- gold/yellow, silver/white; high status, purity, divine +--- +- 2 +- **Bold Colors** +- red, blue, green, black; strong primary associations +--- +- 3 +- **Muted / Natural** +- brown, gray, ochre, rust; earthy, humble, practical +--- +- 4 +- **Rare / Unusual** +- purple, orange, pink; exotic, expensive, distinctive +--- +- 5 +- **Sacred Colors** +- whatever the Faith designates; cosmic significance; the color itself is holy +--- +- 6 +- **Taboo Colors** +- forbidden combinations or hues; violation as statement; the color itself transgresses +{% /table %} +{% /TableWrapper %} + +### Composition +- how the device is arranged; the visual logic of the symbol +{% TableWrapper variant="random" %} +{% table %} +- d8 +- Style +- Description +--- +- 1 +- **Simple / Bold** +- single charge, minimal elements; readable at distance; ancient +--- +- 2 +- **Quartered** +- divided field, multiple charges; merged lineages or alliances +--- +- 3 +- **Bordered / Ornamented** +- elaborate frame, decorative surrounds; wealth display +--- +- 4 +- **Layered / Complex** +- many elements, dense symbolism; old institutions with accumulated history +--- +- 5 +- **Text-Bearing** +- motto, name, scripture; literate traditions; the symbol speaks +--- +- 6 +- **Symmetrical** +- mirrored, balanced; order, stability +--- +- 7 +- **Asymmetrical** +- deliberate imbalance; dynamism, disruption, arcane traditions +--- +- 8 +- **Negative / Void** +- the charge defined by what's cut away; punched holes, empty space; the device is an absence +{% /table %} +{% /TableWrapper %} diff --git a/src/content/articles/temperaments/index.mdoc b/src/content/articles/temperaments/index.mdoc new file mode 100644 index 0000000..21b2989 --- /dev/null +++ b/src/content/articles/temperaments/index.mdoc @@ -0,0 +1,15 @@ +--- +title: Temperaments +summary: Ethe, Theologies, Polities +cover: + showInHeader: false +publishDate: 2026-03-17T08:53:00.000Z +status: published +isFeatured: false +parent: the-crucible +tags: [] +relatedArticles: [] +seo: + noIndex: false +--- +- diff --git a/src/content/articles/the-crucible/index.mdoc b/src/content/articles/the-crucible/index.mdoc index 98b95d0..983022f 100644 --- a/src/content/articles/the-crucible/index.mdoc +++ b/src/content/articles/the-crucible/index.mdoc @@ -30,7 +30,7 @@ seo: ## The Seven Stages 1. **Prima Materia. – Material Conditions** - - Generates land and kin + - Generates land and kindred 1. **Calcination – Kin** - Generates heritage and ancestry 1. **Fermentation – Belief** diff --git a/src/content/articles/tincture/index.mdoc b/src/content/articles/tincture/index.mdoc new file mode 100644 index 0000000..e96ab58 --- /dev/null +++ b/src/content/articles/tincture/index.mdoc @@ -0,0 +1,109 @@ +--- +title: Tincture +subtitle: Where we color the creation +summary: >- + Tincture is not a separate stage of the crucible; it provides tables and ideas + to give the entities more life +cover: + showInHeader: false +publishDate: 2026-03-14T10:33:00.000Z +status: published +isFeatured: false +parent: the-crucible +tags: + - Tincture + - Crucible + - Flavor +relatedArticles: [] +seo: + noIndex: false +--- +## Overview +- flavor layer; elemental pool tells you what a civilization _does;_ Tincture tells you what it _looks like doing it_ +- dress, food, greetings, names, funerals, architecture +- not a generation stage; no tokens, no pools, no mechanical output +- sits alongside every stage – _Calcination through Conjuction_ – providing aesthetic and cultural texture +- **Method =>** pick or roll; every category provides pick-lists and random tables; mix freely per category, per entity + +## Procedure +1. **Check entity level =>** consult Entity Checklist for how many selections require at this tier +2. **Pick or roll category =>** if the category has sub-tables, choose opr roll which sub-table +3. **Pick or roll entry =>** choose or roll a specific result from that sub-table +4. **[Optional] Roll motif =>** roll from Decorative Vocabulary table +5. **Interpret =>** read the result through the entity's _Materia_ + +### Three Filters +- **Material Conditions** constraint the palette; domain, resources, and subsistence determine what's available +- **Materia**informs the style; two ancestries with identical material conditions but different _Materia_ produce different _Tincture;_ elements guide emphasis and attitude not selection +- **Temperament** shape the character; _why_ people do what they do; same adornments mean something different across _ethe, polities, and theologies_ + +### Element Interpretation Key +- elements operate through their character – material and symbolic nature – not capability affinities +- apply when interpreting any _Tincture_ result + +#### Essences +{% TableWrapper variant="default"%} +{% table %} +- Essence +- Principle +- Tincture Expression +--- +- **Earth** +- heavy; eduring; material +- permanent marks; solid construction; preserved traditions; what it touches _lasts_ +--- +- **Fire** +- bright; consuming; refining +- transformative marks; dramatic display; bold flavors; what it touches _changes you_ +--- +- **Water** +- flowing; deep; relational+ +- layered and adaptive; shifts with context; binds people; what it touches _connects_ +--- +- **Air** +- invisible; expansive; carrying +- light and communicative; visible at distance; verbal traditions; what it touches _carries_ +--- +- **Aether** +- transcendent; ordered; numinous +- sacred and liminal; boundary-marking; consecrated; what it touches _transcends_ +{% /table %} +{% /TableWrapper %} + +#### Primes +{% TableWrapper variant="default"%} +{% table %} +- Prime +- Principle +- Tincture Expression +--- +- **Soul** +- What burns +- individual; earned; distinctive; personal expression; self-chosen identity +--- +- **Body** +- What remains +- collective; standardized; inherited; group identity; shared belonging +--- +- **Spirit** +- What transforms +- adaptive; contextual; mutable; transitional; identity in flux +{% /table %} +{% /TableWrapper %} + +### Tincture Categories +- twelve categories; not every category applies to every entity type +- each category has its own document with master lists and random tables +- ordered by dependency; later categories may reference earlier ones; suggested sequence not mandatory + 1. **[Gender](/the-crucible/tincture/gender) =>** gender systems; roles; expressions; social expectations + 2. **[Kinship](/the-crucible/tincture/kinship) =>** household structure; marriage; descent; inheritance; authority + 3. **[Naming](/the-crucible/tincture/naming) =>** personal name structure; honorifics; institutional titles + 4. **[Adornments](/the-crucible/tincture/adornments) =>** personal decoration; body modification; worn identity + 5. **[Architecture](/the-crucible/tincture/architecture) =>** building materials; structural forms; decorative elements; layout + 6. **[Cuisine](/the-crucible/tincture/cuisine) =>** food preparation; flavor; food culture; drink + 7. **[Arts](/the-crucible/tincture/arts) =>** visual, performing, literary, and material artistic traditions + 8. **[Social Rituals](/the-crucible/tincture/social-rituals) =>** greeting; oaths; rites of passage; conflict resolution; calendar + 9. **[Education](/the-crucible/tincture/education) =>** knowledge transmission; access; values; relationship to authority + 10. **[Funerary Practices](/the-crucible/tincture/funerary-practices) =>** disposition of the dead; memorial; social dimensions of death + 11. **[Symbols & Heraldry](/the-crucible/tincture/symbols-and-heraldry) =>** institutional devices; armorial shapes; color vocabulary; + 12. **[Martial Affinity](/the-crucible/tincture/martial-affinity) =>** combat philosophy; warrior identity; weapon culture; tactics diff --git a/src/content/crucible/kindred/galla/index.mdoc b/src/content/crucible/kindred/galla/index.mdoc new file mode 100644 index 0000000..ccee64b --- /dev/null +++ b/src/content/crucible/kindred/galla/index.mdoc @@ -0,0 +1,90 @@ +--- +title: Galla +subtitle: The Cursed Ones +summary: >- + Dwarves of »Chainbreaker«. Adapted to life underground, ageless, cursed by + sunlight, slow-thinking. Once baseline — now something else. +cover: + showInHeader: false +publishDate: 2026-03-19T10:52:00.000Z +status: published +isFeatured: false +parent: cb_kindred +tags: + - Chainbreaker + - Kin + - Kindred + - Dwarfs +relatedArticles: [] +seo: + noIndex: false +crucible: + deviations: + - axis: size + position: Small + theme: + name: Cauterized + elements: + - spirit + manifestation: >- + healed-over systemic trauma; galla bear evidence of deliberate + biological restructuring; compact frames shaped by generations of + selection and modification + - axis: lifespan + position: Ageless + theme: + name: Lithic + elements: + - body + - earth + manifestation: >- + mineral deposits build in flesh over time; bone densifies, skin + thickens, veins calcite; oldest specimen are more stone than flesh; + immortality IS the mineralisation + - axis: habitat + position: Sensitive + theme: + name: Cursive + elements: + - water + manifestation: >- + progressive condition flowing through blood; sunlight exposure + triggers mineral deposition; cumulative, irreversible; visibly + advancing through the body + - axis: cognition + position: Cerebral + theme: + name: Accreted + elements: + - earth + manifestation: Deliberation over impulse; prudent and calculating + drive: + name: Accrete + elements: + - spirit + - earth + manifestation: >- + Galla collect scars, grudges, memories as much as objects; layered with + things that should have been shed long ago; the accumulation keeps + transforming but never stops. + gifts: + - name: Galla Curing + elements: + - spirit + - earth + - water + description: >- + Galla are able to direct their own mineralisation; harden a fist before + strike, calcifying a wound shut, soften joints for precision; every use + advances the curse + leftover: + soul: 0 + body: 1 + spirit: 0 + earth: 1 + fire: 0 + water: 0 + air: 0 + aether: 0 +--- +Dwarves of »Chainbreaker«. Adapted to life underground, ageless, cursed by sunlight, slow-thinking. Once baseline — now something else. diff --git a/src/content/crucible/languages/lishanat/index.mdoc b/src/content/crucible/languages/lishanat/index.mdoc new file mode 100644 index 0000000..777ccb1 --- /dev/null +++ b/src/content/crucible/languages/lishanat/index.mdoc @@ -0,0 +1,798 @@ +--- +title: Lishanat +summary: Semitic-inspired Conlang for Chainbreaker +cover: + showInHeader: false +publishDate: 2026-03-19T14:02:00.000Z +status: published +isFeatured: false +parent: cb_tongues +tags: + - Chainbreaker + - Language + - Conlang + - Namebase + - Semitic +relatedArticles: [] +seo: + noIndex: false +crucible: + namebase: + min: 4 + max: 12 + double: rrnnmm + multi: 0 + names: >- + Baahiran,Baarikit,Babuhaluun,Bagulalan,Bahar,Bakubush,Bamigadan,Banuhuray,Barak,Baramiil,Basiyad,Buhhal,Buhul-Husun,Burrak,Daliit,Dariik-Hiram,Dullat,Dumum,Gaanit,Gabiil-Mugud,Ganan,Gazar,Gubaliim,Gubbarit,Gulul,Gunut,Haamiqot,Haayin,Haazir,Habal-Hulum,Hamiiqit,Harab,Haras-Suggar,Hashdaamim,Hashkuppar,Hashnidar,Hashpaqiid,Hashyiharan,Hawat,Hayan,Hazar,Hilam,Hiramiim,Hizaray,Hugarit,Hullam,Hurab,Huramuun,Huyyan,Huzarot,Huzur,Kaariman,Kabab,Kububot,Kuhhan,Luyulat,Madiib-Sahal,Maganatit,Mahurrasiim,Manuhushay,Marupuhuun,Masar,Mashukunuun,Masurrapuun,Matiin,Milahuun,Muluh,Muluk,Musakuun,Mutunuun,Naagibuun,Naapishot,Nadiir,Naharuun,Nahiir,Napiish,Nuddar,Nuhhash,Nuhur,Nukur,Paalishan,Paqiidit,Qaarit,Qarat,Qidashuun,Rahamat,Rakiish,Rumal,Rupah,Ruppahan,Ruwah,Ruwwah,Ruwwahiim,Saapin,Saawiqat,Sahiil,Sahiiliim,Sawiiquun,Sayad,Shaahir,Shatay,Shumur,Shutuyiim,Subahiim,Suharit,Sulahan,Suppan,Surrapit,Tadimam,Tagunut,Tahashat,Tamurasuun,Tazirahuun,Tazurahat,Tuhham,Wuday,Yahiir,Yihariim,Zarahiim,Zirahat +--- +## Inspiration + +- **Core =>** Phoenician, Punic +- **Extended =>** Aramaic, Akkadian, Hebrew +- **Substrate =>** Amazigh +- **Register =>** guttural, precise, consonant-heavy; rich in sibilants (sh,s,z), emphatics (q), and aspirated gutturals (kh,h); vowel inventory is narrow (a,i,u) +- **Key-structural feature =>** triconsonantal roots: words built from 3-consonant skeleton; vowels are inserted between them using patterns that determine word-type; prefixes & suffices modify further + +## Layer 1: Sound Palette + +### Consonants + +{% TableWrapper variant="vocabulary" %} +{% table %} +- Type +- Sounds +- Notes +--- +- **Stops** +- b,d,g,k,t,p +- *b&t* very common +--- +- **Emphatics** +- q +- signature Lishanat sound +--- +- **Fricatives** +- kh,sh,h +- *kh&sh* dominate +--- +- **Sibliants** +- s,z,ts +- *z* adds sharpness +--- +- **Nasals** +- m,n +- *m* is prominent +--- +- **Liquids** +- r,l +- single *r* only, no doubling +--- +- **Glides** +- w,y +- common, especially in diphtongs +--- +- **Clusters** +- mb,nd,nk,rm,lk,st,shm +- +{% /table %} +{% /TableWrapper %} + +### Vowels + +{% TableWrapper variant="vocabulary" %} +{% table %} +- Type +- Sounds +- Notes +--- +- **Core** +- a,i,u +- classic Semitic 3-vowel system +--- +- **Extended** +- e,o +- appear in Punic/late forms; Berber influence +--- +- **Long** +- aa,ii,uu +- reprsented as doubled in romanization +--- +- **Diphtongs** +- ay,aw +- very common +{% /table %} +{% /TableWrapper %} + +### Romanization + +- Simplified for Azgaar/Markov compatibility +- vowel-initial words receive h-prefix to maintain consonant initial rule + +{% TableWrapper variant="default" %} +{% table %} +- Sound +- Written as… +- Notes +--- +- *ḥ* (deep guttural) +- h +- merged with regular h +--- +- *ṭ* (emphatic t) +- t +- merged with regular t +--- +- *ṣ* (empthatic s) +- s +- merged with regular s +--- +- *ʿ* (ayin) +- a +- treated as vowel-initial +--- +- *š* (shin) +- sh +- digraph +--- +- *ḫ* (het) +- kh +- digraph +{% /table %} +{% /TableWrapper %} + +## Layer 2: Phonocratic Rules + +- **Syllable Structure =>** CV, CVC, CVVC (consonant-vowel patterns) +- **Word-initial =>** must start with consonant; +- **Maximum consonant cluster =>** 2 (no triple consonants) +- **Maximum vowel sequence =>** 2 (long vowels *aa|ii|uu* allowed, no triple) +- **No repeated 3-character chunks** +- **No triple identical characters** +- **Doubled consonants =>** only as part of the intensive vowel pattern + +## Layer 3: Triconsonantal Roots + +- **each root =>** skeleton of 3 consonants -> carry core meaning; vowels inserted between using patterns to produce actual words + +### Terrain & Geography + +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Meaning +- Echoes/Notes +--- +- **Q-R-T** +- city, settlement, enclosure +- Phoencian *quart* +--- +- **B-H-R** +- sea, deep water +- Semitic *bahr* +--- +- **G-B-L** +- mountain, boundary, border +- *Gubal* (Byblos) +--- +- **N-H-R** +- river, flowing water +- Semitic *nahar* +--- +- **S-H-L** +- coast, flat land, plain +- +--- +- **S-R-P** +- cliff, scorched ridge +- *tsarfat* (Zerephath) +--- +- **T-L-L** +- hill, mound, ruin-mound +- Arabic *tell* +--- +- **B-R-K** +- pool, blessed water, oasis +- +--- +- **D-R-K** +- road, path, passage +- +--- +- **K-P-R** +- village, dust, dry ground +- +--- +- **M-D-B** +- desert, dry waster, wilderness +- *midbar* +--- +- **Y-H-R** +- forest, dense growth, thicket +- Hebrew *ya'ar* +--- +- **G-Z-R** +- island, cut-off land, separated +- _gezer_ (cut) +--- +- **H-R-S** +- cave, carved space, hollow +- +--- +- **R-M-L** +- sand, sune, shifting ground +- +--- +- **R-W-H** +- wind, open air, breath of land +- +--- +- **H-M-Q** +- deep valley, gorge +- +--- +- **N-G-B** +- south, dry region +- _negev_ +--- +- **S-L-H** +- rock, crag, refuge +- _sela_ +--- +- **H-Y-N** +- spring, eye, water source +- Semitic _ayin_ +--- +- **K-R-M** +- vineyard, cultivated hill +- +--- +- **H-R-R** +- volcanic, heat-land, burnt +- +--- +- **G-N-N** +- garden, sheltered green +- +--- +- **W-D-Y** +- wadi, seasonal river, dry bed +- +--- +- **SH-P-L** +- lowland, depression +- _shephelah_ +{% /table %} +{% /TableWrapper %} + +### Settlement & Social + +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Meaning +- Echoes/Notes +--- +- **M-L-K** +- king, rule, dominion +- Phoenician _milk|malk_ +--- +- **B-N-Y** +- build, construct, house +- _banah_ +--- +- **H-D-SH** +- new, renew +- hadašt (as in Qart-hadašt) +--- +- **SH-K-N** +- dwell, settle, neighbor +- +--- +- **H-R-SH** +- craft, skilled work +- +--- +- **G-D-R** +- wall, enclosure, fence +- +--- +- **S-P-R** +- count, trade, writing +- mercantile +--- +- **M-G-D** +- tower, greatness +- _migdal_ +--- +- **SH-H-R** +- gate, opening, entrance +- _Sha'ar_ +--- +- **S-W-Q** +- market, street, exchange +- _suq_ +--- +- **M-H-N** +- camp, army-camp, station +- _mahaneh_ +--- +- **G-N-T** +- garden-estate, cultivated enclosure +- Punic +--- +- **H-W-T** +- habor-town, shore-camp +- +--- +- **B-Y-T** +- house, dynasty, temple +- _bayt_ +--- +- **H-Z-R** +- help, fortified refuge +- +--- +- **P-Q-D** +- aministration, appointed place +- Akkadian +--- +- **R-H-B** +- wide, plaza, broad place +- _rehov_ +--- +- **D-L-T** +- door, entry, threshold +- _delet_ +{% /table %} +{% /TableWrapper %} + +## Sacred & Abstract +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Meaning +- Echoes/Notes +--- +- **B-H-L** +- lord, master, owner +- _Ba'al_ +--- +- **Q-D-SH** +- holy, set apart, sacred +- _qadosh_ +--- +- **M-T-N** +- gift, offering +- +--- +- **D-M-M** +- blood, silence, stillness +- +--- +- **R-P-H** +- heal, shade, ancestor-spirit +- _Rephaim_ +--- +- **N-D-R** +- vow, oath, promise +- +--- +- **K-H-N** +- priest, divine, service +- _kohen_ +--- +- **H-SH-T** +- fire, sacred flame +- _Ashart|Ishtar_ +--- +- **K-B-B** +- star, heavenly body +- _kawkab_ +--- +- **M-W-T** +- death, underworld, passage +- _mawt|Mot_ +--- +- **G-R-L** +- fate, lot, judgement +- _goral_ +--- +- **R-H-M** +- thunder, storm, high voice +- +--- +- **H-B-T** +- ancestor, father, origin +- _ab|abba_ +--- +- **SH-M-SH** +- sun, day, brilliance +- _shamash_ +--- +- **L-Y-L** +- night, darkness, concealment +- _layl_ +--- +- **H-L-M** +- eternity, hidden, world +- _olam_ +--- +- **N-P-SH** +- soul, breath, living being +- _nephesh_ +--- +- **H-R-M** +- sacred ban, devoted, forbidden +- _herem_ +{% /table %} +{% /TableWrapper %} + +### Maritime & Trade +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Meaning +- Echoes/Notes +--- +- **S-P-N** +- ship, north, hidden +- _tsapan_ +--- +- **M-L-H** +- salt, sailor, navigate +- +--- +- **S-B-H** +- dye, purple, color +- Phoenician purple trade +--- +- **N-H-SH** +- bronze, copper, serpent +- +--- +- **H-G-R** +- stone enclosure +- Berber +--- +- **Z-R-H** +- seed, sow, harvest +- +--- +- **M-R-S** +- anchor, harbor, mooring +- _marsa_ +--- +- **G-L-L** +- wave, rolling, heaping +- +--- +- **T-H-M** +- abyss, deep ocean, primordial +- _tehom_ +--- +- **S-H-R** +- trade, go around, merchant +- _soher_ +--- +- **M-S-H** +- cargo, burden, carrying +- +--- +- **SH-T-Y** +- oar, rowing, to drink +- +--- +- **R-K-B** +- ride, mount, vessel +- _merkabah_ +--- +- **H-B-L** +- rope, sailor, binding +- _hevel_ +--- +- **S-Y-D** +- fishing, hunting, provision +- _Sidon_ +{% /table %} +{% /TableWrapper %} + +### War & Power +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Meaning +- Echoes/Notes +--- +- **H-R-B** +- sword, war, destruction +- _herev|harb_ +--- +- **S-B-T** +- army, host, campaign +- _tsaba_ +--- +- **K-B-SH** +- conquer, subdue, press +- _kavash_ +--- +- **M-S-K** +- tribute, tax, offering +- +--- +- **SH-M-R** +- guard, watch, keep +- _shamar_ +--- +- **Q-SH-T** +- bow, archer +- _qeshet_ +--- +- **M-S-R** +- fortrss, boundary +- _mitsar|misr_ +--- +- **G-B-R** +- mighty, hero, prevail +- _gibor_ +--- +- **N-K-R** +- foreign, strange, hostile +- +--- +- **P-L-SH** +- invade, breach +- +--- +- **R-K-SH** +- chariot, property, gained +- +--- +- **H-Z-Z** +- strong, fierce, power +- +--- +- **S-G-R** +- close, shut, siege +- +--- +- **H-S-N** +- strong, fortified, stored +- Berber _hisn_ +{% /table %} +{% /TableWrapper %} + +## Layer 4: Vowel Patterns +- using C1, C2, C3 for the three _root consonants_ +{% TableWrapper variant="default" %} +{% table %} +- Pattern +- Template +- Function +- Example (Q-R-T) +--- +- **qatal** +- C1-a-C2-a-C3 +- basic noun +- _Quarat_ +--- +- **qutul** +- C1-u-C2-u-C3 +- solid, massive +- _Qurut_ +--- +- **qatiil** +- C1-a-C2-ii-C3 +- result, product +- _Qariit_ +--- +- **qital** +- C1-i-C2-a-C3 +- specific instance +- _Qirat_ +--- +- **qutal** +- C1-u-C2-a-C3 +- diminutive, small +- _Qurat_ +--- +- **qaatic** +- C1-aa-C2-i-C3 +- agent, active +- _Quaarit_ +--- +- **quttal** +- C1-u-C2-C2-a-C3 +- intensive (doubled C2) +- _Qurrat_ +{% /table %} +{% /TableWrapper %} + +## Layer 5: Prefixes +{% TableWrapper variant="vocabulary" %} +{% table %} +- Prefix +- Meaning +- Usage +--- +- **ma-** +- place of +- **the** key place-name prefix +--- +- **ta-** +- intensive, great +- grand version +--- +- **ba-** +- in, at +- locative +--- +- **ash-** +- the (definite) +- formal, official names +--- +- **ya-** +- active, ongoing +- harbors, markets, active sites +--- +- **mi-** +- from, instrument +- infrastructure +{% /table %} +{% /TableWrapper %} + +## Layer 6: Suffixes +{% TableWrapper variant="vocabulary" %} +{% table %} +- Suffix +- Meaning +- Usage +--- +- **-at** +- feminine, specific case +- most common Phoenician place suffix +--- +- **-an** +- collective, »land of« +- territory/region names +--- +- **-lim** +- plural, people of +- Akkadian|Hebrew plural +--- +- **-it** +- belonging to, gentile +- »of the X« +--- +- **-uun** +- people, collective +- Punic flavor +--- +- **-ay** +- possessove, »of« +- +--- +- **-ot** +- feminine plural +--- +- **-ash** +- place-markler +- Berber influence +{% /table %} +{% /TableWrapper %} + +## Layer 7: Combination Rules +- **Simple Name =>** `root+pattern` +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Pattern +- Combination +--- +- Q-R-T +- qatal +- _Qarat_ +--- +- G-B-L +- qutul +- _Gubul_ +--- +- M-L-K +- qaatic +- _Maalik_ +{% /table %} +{% /TableWrapper %} + +- **Prefixed Name =>** `prefix+[root+pattern]` +{% TableWrapper variant="vocabulary" %} +{% table %} +- Prefix +- Root +- Pattern +- Combination +--- +- ma +- Q-R-T +- qatal +- _Maqarat_ (place of settlement) +--- +- ta +- G-B-L +- qutul +- _Tagubul_ (great mountain) +--- +- ash +- M-L-K +- qatal +- _Ashmalak_ (the kingdom) +{% /table %} +{% /TableWrapper %} + +- **Suffixed Name =>** `[root+pattern]+suffix` +{% TableWrapper variant="vocabulary" %} +{% table %} +- Root +- Pattern +- Suffix +- Combination +--- +- Q-R-T +- qatal +- at +- _Qaratat_ +--- +- G-B-L +- qatal +- an +- _Gabalan_ (mountainland) +--- +- B-N-Y +- qatiil +- iim +- Baniiiim -> _Baniim_ (the builders) +--- +{% /table %} +{% /TableWrapper %} + +- **Full Name =>** `prefix+[root+pattern]+suffix` +{% TableWrapper variant="vocabulary" %} +{% table %} +- Prefix +- Root +- Pattern +- Suffix +- Combination +--- +- ma +- Q-R-T +- qatal +- an +- _Maqaratan_ +--- +- ta +- G-B-L +- qatul +- at +- _Tagubulat_ +{% /table %} +{% /TableWrapper %} + +- **Compound =>** `word-word`; first word »owned by second«; uses hyphen +{% TableWrapper variant="vocabulary" %} +{% table %} +- Word 1 +- Word 2 +- Combination +--- +- Qarat +- Hadash +- _Qarat-Hadash_ (new city) +--- +- Bayt +- Shamash +- _Bayt-Shamash_ (house of the sun) +--- +- Migad +- Baal +- _Migad-Baal_ (tower of the lord) +{% /table %} +{% /TableWrapper %} diff --git a/src/content/crucible/languages/thureskai/index.mdoc b/src/content/crucible/languages/thureskai/index.mdoc new file mode 100644 index 0000000..73eb1a9 --- /dev/null +++ b/src/content/crucible/languages/thureskai/index.mdoc @@ -0,0 +1,370 @@ +--- +title: Thurèskai +summary: General Thurèskai +cover: + showInHeader: false +publishDate: 2026-03-19T14:02:00.000Z +status: published +isFeatured: false +parent: cb_tongues +tags: + - Chainbreaker + - Language + - Conlang + - Namebase + - Nuragic +relatedArticles: [] +seo: + noIndex: false +crucible: + namebase: + min: 5 + max: 12 + double: rrnl + multi: 0 + names: >- + Bàlenùri,Bàlàku,Bàlènni,Bàrakàkeri,Bàrakàthai,Bàrakùrra,Bàrdugènnòssul,Dùnanùri,Dùnenùrighài,Dùnessi,Dùnughài,Dùnàku,Dùnòssul,Dùnùrra,Fùrnarùssòssul,Fùrnessi,Fùrnùrra,Ghàilessi,Ghàinàku,Ghàiràthai,Ghàirènni,Ghàirùrra,Gàlaghàilàkeri,Gàlessi,Gàlàkeri,Gènnessi,Gènnundai,Gènnuthàrùrra,Gènnàkeri,Gènnùrra,Gòrughài,Gòràkeri,Gòràku,Gòrènni,Gòrùrra,Hàkereghài,Hènnilàkeri,Hènnilòssul,Hènninàthai,Hènninòssul,Hènniròssul,Hòssughài,Hòssukàlùrra,Hòssùrra,Hùrraghài,Hùrralàku,Hùrrasàrdàthai,Kàleghài,Kàlundai,Kàlunùri,Kàlàkeri,Kàlàku,Kàlàthai,Kàlùrra,Kòrressi,Kòrrughài,Kòrrundai,Kòrràku,Mòraghài,Mòrenùri,Mòressi,Mòràku,Mòràthai,Mòrènni,Mòrùrra,Nòstaghài,Nòstughài,Nòstùrra,Nùrirundai,Nùrirùssàku,Nùrùrra,Pèdressi,Pèdruhàkeràku,Pèdrundai,Pèdràkeri,Pèdrènni,Pèdròssul,Pèdrùrra,Rùssanùri,Rùssesàrdundai,Rùssàthai,Rùssòssul,Rùssùrra,Shàkeghài,Shàkàkeri,Shàkènni,Shàkùrra,Skàrughài,Skàrundai,Skàràkeri,Skàràthai,Skàrènni,Sàrdeghài,Sàrdenùri,Sàrdessi,Sàrdunùri,Sàrdènni,Sùlaghài,Sùleghài,Sùlenùri,Sùlessi,Sùlundai,Sùluthànàthai,Sùlènni,Thànàkeri,Thànàku,Thànùrra,Thàrenùri,Thàressi,Thàrundai,Thàràkeri,Thàràku,Thàràthai,Thàròssul,Thùrranùri,Thùrreghài,Thùrressi,Thùrrunùri,Thùrràthai,Thùrròssul +--- +## Inspiration +- **Core =>** Nuragic Sardinian, Paleo-Sardinian place names _(Barumini, Orgosolo, Tharrox, Nuraxi)_ +- **Extended =>** Corsican, pre-roman Tyrrhenian +- **Register =>** heavy, rolling, vowel-accented; lots of doubled consonants (rr, nn, ll); accented syllables(à, è, ù) + +## Layer 1: Sound Palette +### Consonants +{% TableWrapper variant="vocabulary"%} +{% table %} +- Type +- Sounds +- Notes +--- +- **Stops** +- t,k,d,g,b,p +- _k_ preferred over _c_ +--- +- **Fricatives** +- th,sh,ss,gh +- _th & gh_ are signature +--- +- **Nasals** +- n,m,nn +- doubled _nn_ is common +--- +- **Liquids** +- r,rr,l,ll +- rolled _rr_ is prestige +--- +- **Clusters** +- nd,nk,rk,lk,rg,rd,sk,st +- heavy clusters = old/formal +{% /table %} +{% /TableWrapper %} + +### Vowels +{% TableWrapper variant="vocabulary"%} +{% table %} +- Type +- Sounds +- Notes +--- +- **Core** +- a,e,i,o,u +- _a & u_ dominant +--- +- **Accented** +- à,è,ì,ò,ù +- accent on penultimate or antepenultimate +--- +- **Diphtongs** +- ai,au,ei,ou +- _ai_ is most common, marks collective/plural +{% /table %} +{% /TableWrapper %} + +## Layer 2: Full Vocabulary + +### Terrain & Geography +{% TableWrapper variant="vocabulary"%} +{% table %} +- Root +- Meaning +--- +- gòr +- stone, raw rock +- +--- +- nùr +- built +- +--- +- bàrd +- ridge, spine, high ground +- +--- +- thàr +- peak, summit, the top +- +--- +- kàl +- cliff, sheer face, drop +- +--- +- dùn +- deep, below, under +- +--- +- gàl +- valley, gap, pass +- +--- +- bàl +- shore, edge, margin +- +--- +- sùl +- salt, sea, brine +- +--- +- hùrra +- water, spring, flowing +- _h-prefix_ avoids bare vowel +--- +- hènni +- flat ground, field, open +- +--- +- hòss +- outcrop, tooth, jut +- +{% /table %} +{% /TableWrapper %} + +### Settlement & Social +{% TableWrapper variant="vocabulary"%} +{% table %} +- Root +- Meaning +- Usage Notes +--- +- nùri +- enclosure, fortified place +- +--- +- thùrr +- hearth, fire-place, center +- +--- +- kòrr +- kin-group, bloodline +- +--- +- bàrak +- hall, great house +- +--- +- gènn +- flesh, body, the living +- +--- +- sàrd +- heritage, old name +- +{% /table %} +{% /TableWrapper %} + +### Sacred & Abstract +{% TableWrapper variant="vocabulary"%} +{% table %} +- Root +- Meaning +- Usage Notes +--- +- thàn +- gift,offering,the given +- +--- +- àth +- breath, spirit, what moves +- requires _h-prefix_ in word-initial position +--- +- ghài +- deep-sacred, blow-holy +- +--- +- rùss +- blood, ref, vital +- +--- +- nòst +- remain, endure, what is left +- +--- +- shàk +- cut, break, sever +- +--- +- mòr +- great, old, heavy +- intensifier, used as prefix or root +{% /table %} +{% /TableWrapper %} + +### Craft & Material +{% TableWrapper variant="vocabulary"%} +{% table %} +- Root +- Meaning +- Usage Notes +--- +- hàker +- ore, raw metal, mineral +- _h-prefix_ avoid bare vowel +--- +- fùrn +- forge, smelt, heat-work +- +--- +- skàr +- tool, blade, worked edge +- +--- +- pèdr +- hewn stone, shaped rock +- +{% /table %} +{% /TableWrapper %} + +## Layer 3: Suffixes +{% TableWrapper variant="vocabulary"%} +{% table %} +- Suffix +- Function +- Analogy +--- +- -nùri +- fortified settlement +- -burg, -grad +--- +- -àku +- village, small settlement +- -dorf, -by +--- +- -essi +- high point, lookout +- -berg, -mont +--- +- -ùrra +- water-place, spring, ford +- -ford, -bach +--- +- -ènni +- field, clearing, open ground +- -feld, -au +--- +- -àthai +- sacred ground, ritual place +- -minster, -kirk +--- +- -undai +- junction, meeting, market +- -cross, -markt +--- +- -ghài +- pit, deep place, descent +- -dale, -grube +--- +- -òssul +- ruin, old stones, remains +- (unique to setting) +--- +- -àkeri +- mine, dig, extraction site +- -hütte +{% /table %} +{% /TableWrapper %} + +## Layer 4: Combination Rules + +### Basic: Root+Suffix +{% TableWrapper variant="default"%} +{% table %} +- Root +- Suffix +- Combination +--- +- gòr +- nùri +- Gòrnùri (stone fort) +--- +- thùrr +- àthai +- Thùrrathai (hearth-shrine) +--- +- bàrd +- essi +- Bàrdessi (ridge lookout) +{% /table %} +{% /TableWrapper %} + +### Linked: Root+Linking vowel+Suffix +- when two consonants clash => insert _a/u/e_ +- when two vowels clash & don't form valid diphtong _(ai,au,ei,ou)_ => insert _n/r/l_ +{% TableWrapper variant="default"%} +{% table %} +- Root +- Suffix +- Combination +--- +- kàl +- ghài +- Kàlaghài (cliff-pit) +--- +- nùr +- kùrn +- Nùrakùrn (sealed structure) +--- +- hùrra +- àku +- Hùrranaku (water-village) +--- +- ghài +- essi +- Ghàiressi (sacred-lookout) +{% /table %} +{% /TableWrapper %} + +### Compound: Root+Root+Suffix +- for important or ancient places +{% TableWrapper variant="default"%} +{% table %} +- Root +- Root +- Suffix +- Combination +--- +- gòr +- mòr +- nùri +- Gòrmòrnùri (great stone fort) +--- +- rùss +- thàn +- àthai +- Rùssthànàthai (blood-offering shrine) +{% /table %} +{% /TableWrapper %} + +### Prefix: Mòr +- great/old; formal, rare +{% TableWrapper variant="default"%} +{% table %} +- Example +- Combination +--- +- _Mòr-Bardessi_ +- the gread ridge-lookout +--- +- _Mòr-Thùrràthai_ +- the great hearth-shrine +{% /table %} +{% /TableWrapper %} diff --git a/src/keystatic/collections/crucible/heritages.ts b/src/keystatic/collections/crucible/heritages.ts new file mode 100644 index 0000000..440fe7f --- /dev/null +++ b/src/keystatic/collections/crucible/heritages.ts @@ -0,0 +1,83 @@ +import { collection, fields } from '@keystatic/core'; +import { createBaseArticleFields } from '@fields/base-article.ts'; +import { createContentField } from '@fields/content.ts'; +import { createElementsFields, createMateria } from '@fields/crucible'; + +export const heritages = collection({ + label: 'Heritages', + slugField: 'title', + path: 'src/content/crucible/heritages/*/', + + format: { + contentField: 'body', + }, + schema: { + ...createBaseArticleFields(), + body: createContentField(), + crucible: fields.object( + { + kindred: fields.relationship({ + label: 'Dominant Kindred', + collection: 'cr_kindred', + }), + foundation: fields.object( + { + name: fields.text({ + label: 'Foundation Type', + }), + elements: createElementsFields(), + description: fields.text({ + label: 'Description', + multiline: true, + }), + }, + { + label: 'Foundation', + }, + ), + age: fields.select({ + label: 'Age', + defaultValue: 'middle', + options: [ + { + label: 'Primordial', + value: 'primordial', + }, + { + label: 'Immemorial', + value: 'immemorial', + }, + { + label: 'Ancient', + value: 'ancient', + }, + { + label: 'Elder', + value: 'elder', + }, + { + label: 'Middle', + value: 'middle', + }, + { + label: 'Late', + value: 'late', + }, + { + label: 'Recent', + value: 'recent', + }, + ], + }), + language: fields.relationship({ + label: 'Language', + collection: 'cr_languages', + }), + materia: createMateria(), + }, + { + label: 'Crucible Data', + }, + ), + }, +}); diff --git a/src/keystatic/collections/crucible/index.ts b/src/keystatic/collections/crucible/index.ts index 599cdba..52baba0 100644 --- a/src/keystatic/collections/crucible/index.ts +++ b/src/keystatic/collections/crucible/index.ts @@ -1,7 +1,13 @@ import { elements } from './elements'; +import { kindred } from './kindred'; +import { languages } from './languages'; +import { heritages } from './heritages'; const crucibleCollections = { cr_elements: elements, + cr_kindred: kindred, + cr_languages: languages, + cr_heritages: heritages, }; export default crucibleCollections; diff --git a/src/keystatic/collections/crucible/kindred.ts b/src/keystatic/collections/crucible/kindred.ts new file mode 100644 index 0000000..03dd311 --- /dev/null +++ b/src/keystatic/collections/crucible/kindred.ts @@ -0,0 +1,117 @@ +import { collection, fields } from '@keystatic/core'; +import { createBaseArticleFields } from '@fields/base-article.ts'; +import { createContentField } from '@fields/content.ts'; +import { createElementsFields, createMateria } from '@fields/crucible'; + +export const kindred = collection({ + label: 'Kindred', + slugField: 'title', + path: 'src/content/crucible/kindred/*/', + format: { + contentField: 'body', + }, + schema: { + ...createBaseArticleFields(), + body: createContentField(), + crucible: fields.object( + { + baseline: fields.checkbox({ + label: 'Baseline', + description: 'Is this kindred the baseline?', + defaultValue: false, + }), + deviations: fields.array( + fields.object({ + axis: fields.select({ + defaultValue: 'size', + label: 'Axis', + options: [ + { + value: 'size', + label: 'Size', + }, + { + value: 'lifespan', + label: 'Lifespan', + }, + { + value: 'reproduction', + label: 'Reproduction', + }, + { + value: 'habitat', + label: 'Habitat', + }, + { + value: 'metabolism', + label: 'Metabolism', + }, + { + value: 'attunement', + label: 'Attunement', + }, + { + value: 'cognition', + label: 'Cognition', + }, + ], + }), + position: fields.text({ + label: 'Position', + }), + theme: fields.object({ + name: fields.text({ + label: 'Theme', + }), + elements: createElementsFields(), + manifestation: fields.text({ + multiline: true, + label: 'Manifestation', + }), + }), + }), + { + label: 'Deviations', + itemLabel: (props) => + `${props.fields.axis.value.toUpperCase()}: ${props.fields.theme.fields.name.value.toUpperCase()}`, + }, + ), + drive: fields.object( + { + name: fields.text({ + label: 'Name', + }), + elements: createElementsFields(), + manifestation: fields.text({ + multiline: true, + label: 'Manifestation', + }), + }, + { + label: 'Drive', + }, + ), + gifts: fields.array( + fields.object({ + name: fields.text({ + label: 'Name', + }), + elements: createElementsFields(), + description: fields.text({ + multiline: true, + label: 'Description', + }), + }), + { + label: 'Gifts', + itemLabel: (props) => props.fields.name.value, + }, + ), + leftover: createMateria(), + }, + { + label: 'Crucible Data', + }, + ), + }, +}); diff --git a/src/keystatic/collections/crucible/languages.ts b/src/keystatic/collections/crucible/languages.ts new file mode 100644 index 0000000..26161fa --- /dev/null +++ b/src/keystatic/collections/crucible/languages.ts @@ -0,0 +1,65 @@ +import { collection, fields } from '@keystatic/core'; +import { createBaseArticleFields } from '@fields/base-article.ts'; +import { createContentField } from '@fields/content.ts'; + +export const languages = collection({ + label: 'Languages', + slugField: 'title', + path: 'src/content/crucible/languages/*/', + format: { + contentField: 'body', + }, + schema: { + ...createBaseArticleFields(), + body: createContentField(), + crucible: fields.object({ + root: fields.relationship({ + label: 'Root', + collection: 'cr_languages', + }), + namebase: fields.object( + { + min: fields.number({ + label: 'Min', + defaultValue: 4, + validation: { + min: 1, + }, + }), + max: fields.number({ + label: 'Max', + defaultValue: 8, + validation: { + min: 1, + }, + }), + double: fields.text({ + label: 'Double', + validation: { + isRequired: true, + }, + }), + multi: fields.number({ + label: 'Multi', + defaultValue: 0, + validation: { + min: 0, + }, + }), + names: fields.text({ + label: 'Names', + multiline: true, + validation: { + isRequired: true, + }, + }), + }, + { + label: 'Namebase', + description: 'Settings for Azgaar/Markov namebases', + layout: [3, 3, 3, 3, 12], + }, + ), + }), + }, +}); diff --git a/src/keystatic/components/tablewrapper.ts b/src/keystatic/components/tablewrapper.ts index 0ecd248..fab28cf 100644 --- a/src/keystatic/components/tablewrapper.ts +++ b/src/keystatic/components/tablewrapper.ts @@ -5,9 +5,9 @@ const tableWrapperComponent = { TableWrapper: wrapper({ label: 'Table Wrap', schema: { - variants: fields.multiselect({ - label: 'Variants', - defaultValue: ['default'], + variant: fields.select({ + label: 'Variant', + defaultValue: 'default', options: [ { label: 'Default', @@ -33,6 +33,10 @@ const tableWrapperComponent = { label: 'Theme', value: 'theme', }, + { + label: 'Vocabulary', + value: 'vocabulary', + }, ], }), }, diff --git a/src/keystatic/fields/crucible.ts b/src/keystatic/fields/crucible.ts new file mode 100644 index 0000000..455b34c --- /dev/null +++ b/src/keystatic/fields/crucible.ts @@ -0,0 +1,82 @@ +import { fields } from '@keystatic/core'; + +export const createElementsFields = () => + fields.array( + fields.relationship({ + label: 'Element', + collection: 'cr_elements', + validation: { + isRequired: true, + }, + }), + { + label: 'Elements', + itemLabel: (props) => props.value ?? 'Select an Element', + }, + ); + +export const createMateria = () => + fields.object( + { + soul: fields.number({ + label: 'Soul', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + body: fields.number({ + label: 'Body', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + spirit: fields.number({ + label: 'Soul', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + earth: fields.number({ + label: 'Earth', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + fire: fields.number({ + label: 'Fire', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + water: fields.number({ + label: 'Water', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + air: fields.number({ + label: 'Air', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + aether: fields.number({ + label: 'Aether', + defaultValue: 0, + validation: { + isRequired: true, + }, + }), + }, + { + label: 'Materia', + layout: [3, 3, 3, 3, 3, 3, 3, 3], + }, + ); diff --git a/src/layouts/ContentLayout.astro b/src/layouts/ContentLayout.astro index 912c265..a07d778 100644 --- a/src/layouts/ContentLayout.astro +++ b/src/layouts/ContentLayout.astro @@ -9,7 +9,7 @@ import { extractSidenotes } from '@lib/utils/extractors'; import Sidenote from '@compontents/content/Sidenote.astro'; interface Props { - entry: CollectionEntry<'articles'> | CollectionEntry<'elements'>; + entry: CollectionEntry<'articles'> | CollectionEntry<'elements'> | CollectionEntry<'kindred'>; collectionName: string; } @@ -60,8 +60,8 @@ const headerCover =
{hasMargin &&( )} diff --git a/src/layouts/crucible/KindredLayout.astro b/src/layouts/crucible/KindredLayout.astro new file mode 100644 index 0000000..6e65249 --- /dev/null +++ b/src/layouts/crucible/KindredLayout.astro @@ -0,0 +1,16 @@ +--- +import type { CollectionEntry } from 'astro:content'; +import ContentLayout from '../ContentLayout.astro'; +import KindredBox from '@compontents/crucible/KindredBox.astro'; + +interface Props { + entry: CollectionEntry<'kindred'>; +} + +const { entry } = Astro.props; +const { crucible } = entry.data; +--- + + + + diff --git a/src/layouts/crucible/LanguageLayout.astro b/src/layouts/crucible/LanguageLayout.astro new file mode 100644 index 0000000..3c77772 --- /dev/null +++ b/src/layouts/crucible/LanguageLayout.astro @@ -0,0 +1,14 @@ +--- +import type { CollectionEntry } from 'astro:content'; +import ContentLayout from '../ContentLayout.astro'; + + +interface Props { + entry: CollectionEntry<'kindred'>; +} + +const { entry } = Astro.props; +const { crucible } = entry.data; +--- + + diff --git a/src/lib/types/content.ts b/src/lib/types/content.ts index 749df63..62ac93b 100644 --- a/src/lib/types/content.ts +++ b/src/lib/types/content.ts @@ -1,7 +1,14 @@ import type { CollectionEntry } from 'astro:content'; /** Registered Content Type identifiers **/ -export type ContentType = 'article' | 'page' | 'element' | 'section'; +export type ContentType = + | 'article' + | 'page' + | 'element' + | 'language' + | 'kindred' + | 'heritage' + | 'section'; /** * Minimal common shape for everything that participates in path resoltution and parent chain walking. diff --git a/src/lib/utils/paths.ts b/src/lib/utils/paths.ts index ef95977..c84e24c 100644 --- a/src/lib/utils/paths.ts +++ b/src/lib/utils/paths.ts @@ -14,6 +14,9 @@ Maps each collection to the collection its `parent` field points to. Single sour const PARENT_COLLECTION: Record = { articles: 'articles', elements: 'articles', + kindred: 'articles', + languages: 'articles', + heritages: 'articles', }; const toResolvable = ( @@ -113,10 +116,16 @@ const buildBreadcrumbs = ( export const buildPools = async (): Promise => { const articles = await getCollection('articles'); const elements = await getCollection('elements'); + const kindred = await getCollection('kindred'); + const languages = await getCollection('languages'); + const heritages = await getCollection('heritages'); return { articles: toResolvable(articles), elements: toResolvable(elements), + kindred: toResolvable(kindred), + languages: toResolvable(languages), + heritages: toResolvable(heritages), }; }; @@ -204,6 +213,24 @@ export async function resolveAllPaths(): Promise { 'elements', pools, ), + ...resolveCollection( + await getCollection('kindred'), + 'kindred', + 'kindred', + pools, + ), + ...resolveCollection( + await getCollection('languages'), + 'language', + 'languages', + pools, + ), + ...resolveCollection( + await getCollection('heritages'), + 'heritage', + 'heritages', + pools, + ), ...resolvedPages, ]; } diff --git a/src/pages/[...path].astro b/src/pages/[...path].astro index 04d9b58..c01db7d 100644 --- a/src/pages/[...path].astro +++ b/src/pages/[...path].astro @@ -4,6 +4,8 @@ import type { ResolvedEntry } from '@lib/types/content'; import ArticleLayout from '@layouts/ArticleLayout.astro'; import PageLayout from '@layouts/PageLayout.astro'; import ElementLayout from '@layouts/crucible/ElementLayout.astro'; +import KindredLayout from '@layouts/crucible/KindredLayout.astro'; +import LanguageLayout from '@layouts/crucible/LanguageLayout.astro'; export async function getStaticPaths() { const entries = await resolveAllPaths(); @@ -17,6 +19,8 @@ const layoutMap: Record = { article: ArticleLayout, page: PageLayout, element: ElementLayout, + kindred: KindredLayout, + language: LanguageLayout } as const; const { type, entry } = Astro.props as ResolvedEntry; diff --git a/src/styles/base/content.css b/src/styles/base/content.css index 713044f..d17ba65 100644 --- a/src/styles/base/content.css +++ b/src/styles/base/content.css @@ -347,6 +347,20 @@ } } + & .random { + & table { + text-align: left; + + & th, + & td { + &:first-child { + width: 5em; + text-align: center; + } + } + } + } + .elemental-grid { & table { & td { @@ -383,6 +397,25 @@ } } + .vocabulary { + & table { + & td { + &:first-child { + width: 10em; + font-style: italic; + } + + &:nth-child(2) { + width: calc(60% - 10em); + } + + &:nth-child(3) { + width: 40%; + } + } + } + } + /* === DEFINTION LISTS === */ & dl { @mixin my var(--space-3);