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
+
+
+ | Soul |
+ Body |
+ Spirit |
+ Aether |
+ Air |
+ Earth |
+ Fire |
+ Water |
+
+
+ | {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 &&(