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@@ -6,12 +6,6 @@ import {
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} from '@astrojs/markdoc/config';
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} from '@astrojs/markdoc/config';
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export default defineMarkdocConfig({
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export default defineMarkdocConfig({
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nodes: {
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table: {
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...nodes.table,
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render: component('./src/components/markdoc/Table.astro'),
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},
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},
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tags: {
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tags: {
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ElementSymbol: {
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ElementSymbol: {
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render: component('./src/components/content/ElementSymbol.astro'),
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render: component('./src/components/content/ElementSymbol.astro'),
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@@ -47,6 +41,12 @@ export default defineMarkdocConfig({
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credit: { type: String },
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credit: { type: String },
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},
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},
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},
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},
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TableWrapper: {
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render: component('./src/components/markdoc/TableWrapper.astro'),
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attributes: {
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variants: { type: Array },
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},
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},
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Sidenote: {
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Sidenote: {
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selfClosing: true,
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selfClosing: true,
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attributes: {
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attributes: {
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1846
package-lock.json
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1846
package-lock.json
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Load Diff
10
package.json
10
package.json
@@ -8,10 +8,10 @@
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"directory": "templates/astro"
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"directory": "templates/astro"
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},
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},
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"dependencies": {
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"dependencies": {
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"@astrojs/markdoc": "^0.12.9",
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"@astrojs/markdoc": "^1.0.0",
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"@astrojs/node": "^9.5.4",
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"@astrojs/node": "^10.0.0",
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"@astrojs/preact": "^4.1.3",
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"@astrojs/preact": "^5.0.0",
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"@astrojs/react": "^4.2.0",
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"@astrojs/react": "^5.0.0",
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"@fontsource-variable/geist": "^5.2.8",
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"@fontsource-variable/geist": "^5.2.8",
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"@fontsource-variable/geist-mono": "^5.2.7",
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"@fontsource-variable/geist-mono": "^5.2.7",
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"@fontsource/blaka": "^5.2.7",
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"@fontsource/blaka": "^5.2.7",
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@@ -21,7 +21,7 @@
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"@markdoc/markdoc": "^0.5.5",
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"@markdoc/markdoc": "^0.5.5",
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"@types/react": "^19.0.8",
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"@types/react": "^19.0.8",
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"@types/react-dom": "^19.0.3",
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"@types/react-dom": "^19.0.3",
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"astro": "^5.2.5",
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"astro": "^6.0.2",
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"preact": "^10.28.4",
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"preact": "^10.28.4",
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"react": "^19.0.0",
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"react": "^19.0.0",
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"react-dom": "^19.0.0"
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"react-dom": "^19.0.0"
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@@ -1,16 +0,0 @@
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---
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---
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<div class="table-wrap">
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<table>
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<slot />
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</table>
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</div>
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<style>
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.table-wrap {
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scrollbar-color: var(--color-border-normal) transparent;
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scrollbar-width: thin;
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overflow-x: auto;
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}
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</style>
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19
src/components/markdoc/TableWrapper.astro
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19
src/components/markdoc/TableWrapper.astro
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@@ -0,0 +1,19 @@
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---
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interface Props {
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variants: string[];
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}
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const { variants = [] } = Astro.props;
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const classes = variants.filter((v) => v !== "default")
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---
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<div class:list={["table-wrap", classes]}>
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<slot />
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</div>
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<style>
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.table-wrap {
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scrollbar-color: var(--color-border-normal) transparent;
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scrollbar-width: thin;
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overflow-x: auto;
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}
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</style>
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@@ -1,6 +1,6 @@
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---
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---
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title: Domain
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title: Domain
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subtitle: What the earth provides
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subtitle: Preparing the Ground
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summary: >-
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summary: >-
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Climate, topography, biome, features, resources. The ground beneath; what
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Climate, topography, biome, features, resources. The ground beneath; what
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grows, what weathers, what the soil yields. The material conditions that force
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grows, what weathers, what the soil yields. The material conditions that force
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@@ -30,8 +30,8 @@ seo:
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- **Climate =>** 10 types; simplified Köppen-Geiger; temperature, precipitation, characteristics
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- **Climate =>** 10 types; simplified Köppen-Geiger; temperature, precipitation, characteristics
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- **Topography =>** 6 types; elevation and terrain character
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- **Topography =>** 6 types; elevation and terrain character
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- **Biome =>** 10 types; dominant vegetation;
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- **Biome =>** 10 types; dominant vegetation;
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- **Features**{% Sidenote #features-resources title="Relevance of features & resources" marker="⋄" content="Features and resources are only relevant on the locality level" type="optional" /%} **=>** 10 types; rivers, coasts, volcanoes, passes, settlements; affect availability tables downstream
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- **Features**=>** 10 types; rivers, coasts, volcanoes, passes, settlements; affect availability tables downstream
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- **Resources =>** 75 entries; what the land yields in abundance
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- **Resources**{% Sidenote #resources title="Relevance of resources" marker="⋄" content="Resources influence the subsistence system of the locality and the asset generation of a Realm (in the Conjuction stage)" type="optional" /%} **=>** 75 entries; what the land yields in abundance
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- Tables follow below; elemental association appear later when they become mechanically relevant
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- Tables follow below; elemental association appear later when they become mechanically relevant
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## Procedure
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## Procedure
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@@ -42,8 +42,9 @@ seo:
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1. **Assign features** – rivers, coasts, passes, settlements
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1. **Assign features** – rivers, coasts, passes, settlements
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1. **Roll for resources** – each locality has a **1-in-10 chance** to generate a resource
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1. **Roll for resources** – each locality has a **1-in-10 chance** to generate a resource
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1. **Read the dominant pattern** – the Climate, Topography, and Biome that appear most across localities become the domain signature for the culture living there
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1. **Read the dominant pattern** – the Climate, Topography, and Biome that appear most across localities become the domain signature for the culture living there
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{% Callout type="example" title="Gwayth Teyd" %}
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Looking at the map for my »Chainbreaker« setting, I decide to start with the area on the western coast of Khimbria – my northern continent which is dominated by temperate rainforest. Knowing that I want to the dominant culture to be inspired by the britannic tribes of the antiquity, I decide to call it: the Gwayth Ted.
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{% Callout type="example" title="Bardùnai" %}
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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
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{% /Callout %}
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{% /Callout %}
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## Climate
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## Climate
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@@ -157,7 +158,7 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with the a
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## Biome
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## Biome
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- Dominant Vegetation
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- Dominant Vegetation
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- What grows tells you what lives
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- What grows tells you what lives
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{% table %}
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{% table %}
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- Biome
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- Biome
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@@ -195,7 +196,9 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with the a
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{% /table %}
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{% /table %}
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## Features
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## Features
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- Geographical features at the locality level
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- Geographical features at the locality level
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{% table %}
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{% table %}
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- Feature
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- Feature
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- Description
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- Description
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@@ -232,90 +235,243 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with the a
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{% /table %}
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{% /table %}
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## Resources
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## Resources
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- What the land provides
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- What the land provides
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- Each locality has a **1-in-10 chance** to generate a resource
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- Each locality has a **1-in-10 chance** to generate a resource
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- Mark **abundance** – a defining surplus worth trading or fighting over
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- Mark **abundance** – a defining surplus worth trading or fighting over
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- Resources are used in the *Conjuction* state
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- Resources are used in the *Conjuction* state
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- Use the following [table](https://docs.google.com/spreadsheets/d/1bUUr5F93SrQ4fZm7ONf2YTudJ-1lnbyKiFHbtLgMgrY/edit?usp=sharing) to roll for the resource of a locality
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- Use the following [table](https://docs.google.com/spreadsheets/d/1bUUr5F93SrQ4fZm7ONf2YTudJ-1lnbyKiFHbtLgMgrY/edit?usp=sharing) to roll for the resource of a locality
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| Resources | Description |
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{% table %}
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|--------------------|-------------------------------------------------------------------------------------------------------|
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- Resources
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| Stone | Limestone, granite, sandstone, slate; ubiquitous building and toolmaking material |
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- Description
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| Base Metals | Copper, tin, lead, zinc; smelted from ore into everyday tools, vessels, fittings |
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---
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| Vegetables | Root crops, legumes, leafy greens; garden staples grown in moist soil |
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- Stone
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| Fruits | Orchard and vine crops; apples, figs, pomegranates, pears; wind-pollinated, sun-ripened |
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- Limestone, granite, sandstone, slate; ubiquitous building and toolmaking material
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| Staple Grains | Wheat, barley, millet, sorghum; the caloric foundation of settled civilization |
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---
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| Clay | Shaped wet, hardened by kiln; pottery, brick, tile, ceramic |
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- Base Metals
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| Alchemical Earths | Calcium oxide, potash, natron, vitriol; reactive mineral substances used in processing and craft |
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- Copper, tin, lead, zinc; smelted from ore into everyday tools, vessels, fittings
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| Fish | River and coastal catch; preserved by salt, smoke, or drying |
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---
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| Hunting Companions | Hawks, falcons, hounds; trained animals used in pursuit and killing of game |
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- Vegetables
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| Resins | Hardened tree sap; pine tar, frankincense, myrrh; sealant, adhesive, incense |
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- Root crops, legumes, leafy greens; garden staples grown in moist soil
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| Salt | Mineral preservative and seasoning; harvested from sea, spring, or mine |
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---
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| Oilseeds | Sesame, flax, rapeseed; pressed and heated into oil for lamps, cooking, and craft |
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- Fruits
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| Furs | Beaver, rabbit, fox pelts; insulation, clothing, and high-volume trade commodity |
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- Orchard and vine crops; apples, figs, pomegranates, pears; wind-pollinated, sun-ripened
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| Livestock | Cattle, sheep, goats, pigs; kept for meat, milk, wool, leather, traction |
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---
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| Reeds | Marsh grasses; used for weaving, thatching, basket-making, matting |
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- Staple Grains
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| Hemp | Coarse fiber plant; rope, sailcloth, sacking, rough textile |
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- Wheat, barley, millet, sorghum; the caloric foundation of settled civilization
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| Softwoods | Pine, fir, spruce; fast-growing construction timber and primary fuel wood |
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---
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| Dye Plants | Indigo, madder, weld; plants processed into colorfast textile dyes |
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- Clay
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| Flax | Fine fiber plant; retted and spun into linen; light, breathable fabric and sailcloth |
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- Shaped wet, hardened by kiln; pottery, brick, tile, ceramic
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| Aromatic Herbs | Lavender, rosemary, sage, thyme; culinary and ritual aromatics |
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---
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| Woad | Leaf-derived blue pigment; body paint, textile dye; labor-intensive extraction |
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- Alchemical Earths
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| Psychoactives | Mushrooms, ergot, datura, cannabis; mind-altering substances used in ritual and medicine |
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- Calcium oxide, potash, natron, vitriol; reactive mineral substances used in processing and craft
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| Honey | Bee product; sweetener, preservative, fermented into mead; harvested from wild or kept hives |
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---
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| Wild Game | Deer, boar, hare, game birds; hunted in open country and woodland |
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- Fish
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| Earth Pigments | Ochre, umber, sienna; mineral pigments ground for paint, body decoration, and burial rites |
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- River and coastal catch; preserved by salt, smoke, or drying
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| Seals | Marine mammals hunted for blubber, oil, meat, and heavy pelts; cold-water resource |
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---
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| Iron | Smelted from bog or mountain ore; tools, weapons, structural hardware; the essential metal |
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- Hunting Companions
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| Olives | Long-lived orchard tree; fruit pressed into oil for cooking, lighting, preservation, and anointing |
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- Hawks, falcons, hounds; trained animals used in pursuit and killing of game
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| Hardwoods | Oak, ash, elm, walnut; dense timber for shipbuilding, furniture, tools, construction |
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---
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| Jade | Nephrite or jadeite; dense, hard stone worked into blades, ornaments, and ritual objects |
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- Resins
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| Dates | Desert palm fruit; high-calorie staple of arid regions; dried for storage and transport |
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- Hardened tree sap; pine tar, frankincense, myrrh; sealant, adhesive, incense
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| Artisan Stone | Alabaster, marble, pumice, soapstone; decorative and sculptural stone shaped by cutting and polishing |
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---
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| Dyes | Processed colorants; cochineal, kermes, woad extract; requiring boiling, mordanting, vat fermentation |
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- Salt
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| Bamboo | Fast-growing giant grass; hollow, light, strong; construction, scaffolding, weapons, tools |
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- Mineral preservative and seasoning; harvested from sea, spring, or mine
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| Obsidian | Volcanic glass; fractures to razor edges; blades, arrowheads, mirrors |
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---
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| Rice | Grain cultivated in flooded paddies; requires irrigation infrastructure and water management |
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- Oilseeds
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| Citrus | Lemons, oranges, limes; juicy, acidic fruit; prevents scurvy, flavors food, preserves |
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- Sesame, flax, rapeseed; pressed and heated into oil for lamps, cooking, and craft
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| Papyrus | Aquatic reed processed into writing material; stripped, layered, pressed, dried |
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---
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| Grapes | Vine fruit; eaten fresh, dried as raisins, crushed and fermented into wine and vinegar |
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- Furs
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| Medicinal Herbs | Healing plants; prepared as poultice, tincture, tea, or salve; specialized knowledge required |
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- Beaver, rabbit, fox pelts; insulation, clothing, and high-volume trade commodity
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| Special Livestock | Camels, llamas, yaks, reindeer; animals adapted to extreme terrain; transport, milk, fiber, meat |
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---
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| Cotton | Tropical fiber plant; ginned, carded, spun into soft, dyeable textile |
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- Livestock
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| Pelts | Luxury furs; ermine, sable, marten; high-value status goods moving through long-distance trade |
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- Cattle, sheep, goats, pigs; kept for meat, milk, wool, leather, traction
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| Horses | Riding, draft, and pack animal; cavalry, courier, transport; requires pasture and fodder |
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---
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| Silk | Caterpillar cocoon fiber; reeled, twisted, woven into extremely fine, strong fabric |
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- Reeds
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| Maize | Corn; high-yield grain requiring processing (nixtamalization); flour, porridge, flatbread |
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- Marsh grasses; used for weaving, thatching, basket-making, matting
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| Yew | Slow-growing toxic hardwood; exceptional bow-stave timber; durable, flexible, poisonous |
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---
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| Tea | Dried leaf steeped in hot water; stimulant beverage; requires specific highland growing conditions |
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- Hemp
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| Ivory (marine) | Walrus and narwhal tusk; carved into fine objects, jewelry, inlay; rare and highly portable |
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- Coarse fiber plant; rope, sailcloth, sacking, rough textile
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| Amber | Fossilized tree resin; translucent, sometimes containing preserved insects; ornamental and trade good |
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---
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| Porphyry | Dense purple-red igneous stone; extremely hard to quarry and work; imperial building material |
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- Softwoods
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| Bitumen | Natural tar and petroleum seeps; waterproofing, adhesive, fuel, caulking |
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- Pine, fir, spruce; fast-growing construction timber and primary fuel wood
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| Murex | Sea snail harvested for purple dye; thousands of shells yield grams of pigment |
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---
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| Saffron | Crocus flower stigma; harvested by hand, three threads per flower; dye, spice, medicine |
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- Dye Plants
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| Kaolin | Crocus flower stigma; harvested by hand, three threads per flower; dye, spice, medicine |
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- Indigo, madder, weld; plants processed into colorfast textile dyes
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||||||
| War Beasts | Elephants, rhinoceri, or similar; large animals trained for combat; living siege weapons |
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---
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||||||
| Precious Stones | Diamonds, rubies, sapphires, emeralds; formed under extreme pressure and heat; cut and polished |
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- Flax
|
||||||
| Arsenic | Realgar, orpiment; toxic mineral compounds; pigment, poison, glass-making additive |
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- Fine fiber plant; retted and spun into linen; light, breathable fabric and sailcloth
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||||||
| Sulfur | Yellow mineral from volcanic deposits; combustible; used in fumigation, medicine, fire-weapons |
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---
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||||||
| Cinnabar | Mercury sulfide ore; bright vermillion pigment; toxic; source of liquid mercury |
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- Aromatic Herbs
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||||||
| Sugar | Cane or beet juice boiled and crystallized; requires heavy irrigation and intensive labor |
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- Lavender, rosemary, sage, thyme; culinary and ritual aromatics
|
||||||
| Spices | Pepper, cinnamon, clove, nutmeg; dried seeds, bark, and buds; flavor, preservation, medicine |
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---
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||||||
| Pearls | Formed inside oysters and mussels; harvested by diving; gems requiring no cutting or polishing |
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- Woad
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||||||
| Precious Metals | Gold and silver; panned, mined, smelted; currency, jewelry, gilding, ritual objects |
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- Leaf-derived blue pigment; body paint, textile dye; labor-intensive extraction
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||||||
| Silphium | Extinct or near-extinct plant; medicinal, contraceptive, culinary; once worth its weight in coin |
|
---
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||||||
| Steppe Horses | Superior war and riding breeds from harsh grassland; exceptional endurance and hardiness |
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- Psychoactives
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||||||
| Coffee | Roasted bean brewed into stimulant drink; requires specific tropical highland growing conditions |
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- Mushrooms, ergot, datura, cannabis; mind-altering substances used in ritual and medicine
|
||||||
| Whales | Hunted for oil, bone, baleen, ambergris; deep-ocean pursuit requiring specialized vessels |
|
---
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||||||
| Rare Woods | Ebony, lignum vitae, purpleheart, sandalwood; dense exotic timber from distant sources |
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- Honey
|
||||||
| Cedar | Aromatic rot-resistant softwood; temple and ship timber; naturally insect-repellent |
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- Bee product; sweetener, preservative, fermented into mead; harvested from wild or kept hives
|
||||||
| Cocoa | Tree pod containing bitter seeds; roasted and ground into paste or drink; requires tropical lowlands |
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---
|
||||||
| Incense | Frankincense, myrrh, and similar gum resins; burned to produce aromatic smoke |
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- Wild Game
|
||||||
| Lapis Lazuli | Deep blue metamorphic stone; ground into ultramarine pigment; jewelry, inlay, decoration |
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- Deer, boar, hare, game birds; hunted in open country and woodland
|
||||||
| Coca | Shrub leaf chewed or brewed as stimulant; suppresses hunger and altitude sickness; highland crop |
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---
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||||||
| Poppy | Flower producing opium latex; powerful painkiller and sedative; highly addictive |
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- Earth Pigments
|
||||||
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- Ochre, umber, sienna; mineral pigments ground for paint, body decoration, and burial rites
|
||||||
|
---
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||||||
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- Seals
|
||||||
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- Marine mammals hunted for blubber, oil, meat, and heavy pelts; cold-water resource
|
||||||
|
---
|
||||||
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- Iron
|
||||||
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- Smelted from bog or mountain ore; tools, weapons, structural hardware; the essential metal
|
||||||
|
---
|
||||||
|
- Olives
|
||||||
|
- Long-lived orchard tree; fruit pressed into oil for cooking, lighting, preservation, and anointing
|
||||||
|
---
|
||||||
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- Hardwoods
|
||||||
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- Oak, ash, elm, walnut; dense timber for shipbuilding, furniture, tools, construction
|
||||||
|
---
|
||||||
|
- Jade
|
||||||
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- Nephrite or jadeite; dense, hard stone worked into blades, ornaments, and ritual objects
|
||||||
|
---
|
||||||
|
- Dates
|
||||||
|
- Desert palm fruit; high-calorie staple of arid regions; dried for storage and transport
|
||||||
|
---
|
||||||
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- Artisan Stone
|
||||||
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- Alabaster, marble, pumice, soapstone; decorative and sculptural stone shaped by cutting and polishing
|
||||||
|
---
|
||||||
|
- Dyes
|
||||||
|
- Processed colorants; cochineal, kermes, woad extract; requiring boiling, mordanting, vat fermentation
|
||||||
|
---
|
||||||
|
- Bamboo
|
||||||
|
- Fast-growing giant grass; hollow, light, strong; construction, scaffolding, weapons, tools
|
||||||
|
---
|
||||||
|
- Obsidian
|
||||||
|
- Volcanic glass; fractures to razor edges; blades, arrowheads, mirrors
|
||||||
|
---
|
||||||
|
- Rice
|
||||||
|
- Grain cultivated in flooded paddies; requires irrigation infrastructure and water management
|
||||||
|
---
|
||||||
|
- Citrus
|
||||||
|
- Lemons, oranges, limes; juicy, acidic fruit; prevents scurvy, flavors food, preserves
|
||||||
|
---
|
||||||
|
- Papyrus
|
||||||
|
- Aquatic reed processed into writing material; stripped, layered, pressed, dried
|
||||||
|
---
|
||||||
|
- Grapes
|
||||||
|
- Vine fruit; eaten fresh, dried as raisins, crushed and fermented into wine and vinegar
|
||||||
|
---
|
||||||
|
- Medicinal Herbs
|
||||||
|
- Healing plants; prepared as poultice, tincture, tea, or salve; specialized knowledge required
|
||||||
|
---
|
||||||
|
- Special Livestock
|
||||||
|
- Camels, llamas, yaks, reindeer; animals adapted to extreme terrain; transport, milk, fiber, meat
|
||||||
|
---
|
||||||
|
- Cotton
|
||||||
|
- Tropical fiber plant; ginned, carded, spun into soft, dyeable textile
|
||||||
|
---
|
||||||
|
- Pelts
|
||||||
|
- Luxury furs; ermine, sable, marten; high-value status goods moving through long-distance trade
|
||||||
|
---
|
||||||
|
- Horses
|
||||||
|
- Riding, draft, and pack animal; cavalry, courier, transport; requires pasture and fodder
|
||||||
|
---
|
||||||
|
- Silk
|
||||||
|
- Caterpillar cocoon fiber; reeled, twisted, woven into extremely fine, strong fabric
|
||||||
|
---
|
||||||
|
- Maize
|
||||||
|
- Corn; high-yield grain requiring processing (nixtamalization); flour, porridge, flatbread
|
||||||
|
---
|
||||||
|
- Yew
|
||||||
|
- Slow-growing toxic hardwood; exceptional bow-stave timber; durable, flexible, poisonous
|
||||||
|
---
|
||||||
|
- Tea
|
||||||
|
- Dried leaf steeped in hot water; stimulant beverage; requires specific highland growing conditions
|
||||||
|
---
|
||||||
|
- Ivory (marine)
|
||||||
|
- Walrus and narwhal tusk; carved into fine objects, jewelry, inlay; rare and highly portable
|
||||||
|
---
|
||||||
|
- Amber
|
||||||
|
- Fossilized tree resin; translucent, sometimes containing preserved insects; ornamental and trade good
|
||||||
|
---
|
||||||
|
- Porphyry
|
||||||
|
- Dense purple-red igneous stone; extremely hard to quarry and work; imperial building material
|
||||||
|
---
|
||||||
|
- Bitumen
|
||||||
|
- Natural tar and petroleum seeps; waterproofing, adhesive, fuel, caulking
|
||||||
|
---
|
||||||
|
- Murex
|
||||||
|
- Sea snail harvested for purple dye; thousands of shells yield grams of pigment
|
||||||
|
---
|
||||||
|
- Saffron
|
||||||
|
- Crocus flower stigma; harvested by hand, three threads per flower; dye, spice, medicine
|
||||||
|
---
|
||||||
|
- Kaolin
|
||||||
|
- Crocus flower stigma; harvested by hand, three threads per flower; dye, spice, medicine
|
||||||
|
---
|
||||||
|
- War Beasts
|
||||||
|
- Elephants, rhinoceri, or similar; large animals trained for combat; living siege weapons
|
||||||
|
---
|
||||||
|
- Precious Stones
|
||||||
|
- Diamonds, rubies, sapphires, emeralds; formed under extreme pressure and heat; cut and polished
|
||||||
|
---
|
||||||
|
- Arsenic
|
||||||
|
- Realgar, orpiment; toxic mineral compounds; pigment, poison, glass-making additive
|
||||||
|
---
|
||||||
|
- Sulfur
|
||||||
|
- Yellow mineral from volcanic deposits; combustible; used in fumigation, medicine, fire-weapons
|
||||||
|
---
|
||||||
|
- Cinnabar
|
||||||
|
- Mercury sulfide ore; bright vermillion pigment; toxic; source of liquid mercury
|
||||||
|
---
|
||||||
|
- Sugar
|
||||||
|
- Cane or beet juice boiled and crystallized; requires heavy irrigation and intensive labor
|
||||||
|
---
|
||||||
|
- Spices
|
||||||
|
- Pepper, cinnamon, clove, nutmeg; dried seeds, bark, and buds; flavor, preservation, medicine
|
||||||
|
---
|
||||||
|
- Pearls
|
||||||
|
- Formed inside oysters and mussels; harvested by diving; gems requiring no cutting or polishing
|
||||||
|
---
|
||||||
|
- Precious Metals
|
||||||
|
- Gold and silver; panned, mined, smelted; currency, jewelry, gilding, ritual objects
|
||||||
|
---
|
||||||
|
- Silphium
|
||||||
|
- Extinct or near-extinct plant; medicinal, contraceptive, culinary; once worth its weight in coin
|
||||||
|
---
|
||||||
|
- Steppe Horses
|
||||||
|
- Superior war and riding breeds from harsh grassland; exceptional endurance and hardiness
|
||||||
|
---
|
||||||
|
- Coffee
|
||||||
|
- Roasted bean brewed into stimulant drink; requires specific tropical highland growing conditions
|
||||||
|
---
|
||||||
|
- Whales
|
||||||
|
- Hunted for oil, bone, baleen, ambergris; deep-ocean pursuit requiring specialized vessels
|
||||||
|
---
|
||||||
|
- Rare Woods
|
||||||
|
- Ebony, lignum vitae, purpleheart, sandalwood; dense exotic timber from distant sources
|
||||||
|
---
|
||||||
|
- Cedar
|
||||||
|
- Aromatic rot-resistant softwood; temple and ship timber; naturally insect-repellent
|
||||||
|
---
|
||||||
|
- Cocoa
|
||||||
|
- Tree pod containing bitter seeds; roasted and ground into paste or drink; requires tropical lowlands
|
||||||
|
---
|
||||||
|
- Incense
|
||||||
|
- Frankincense, myrrh, and similar gum resins; burned to produce aromatic smoke
|
||||||
|
---
|
||||||
|
- Lapis Lazuli
|
||||||
|
- Deep blue metamorphic stone; ground into ultramarine pigment; jewelry, inlay, decoration
|
||||||
|
---
|
||||||
|
- Coca
|
||||||
|
- Shrub leaf chewed or brewed as stimulant; suppresses hunger and altitude sickness; highland crop
|
||||||
|
---
|
||||||
|
- Poppy
|
||||||
|
- Flower producing opium latex; powerful painkiller and sedative; highly addictive
|
||||||
|
{% /table %}
|
||||||
|
|
||||||
{% Callout type="example" title="Gwayth Teyd Part II" %}
|
{% Callout type="example" title="Bardùnai - Part II" %}
|
||||||
After having generated the localities of the Gwayth Teyd, I discover that most of its localities have a *Oceanic climate* while the terrain is mostly *Lowlands* with a *Forest* vegetation. The Gwayth Teyd also features a surpsingly high number of *Silk* and *Dye* resources.
|
After having generated the localities of the Bardùnai, I discover that most of its localities have a *Subarctic* climate while the terrain is mostly *Mountains* with a *Barren* vegetation – ouch. Unsurpringly, they feature a large number of metal and stone deposits.
|
||||||
{% /Callout %}
|
{% /Callout %}
|
||||||
|
|||||||
768
src/content/articles/kindred-legacy/index.mdoc
Normal file
768
src/content/articles/kindred-legacy/index.mdoc
Normal file
@@ -0,0 +1,768 @@
|
|||||||
|
---
|
||||||
|
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 %}
|
||||||
@@ -1,19 +1,905 @@
|
|||||||
---
|
---
|
||||||
title: Kindred
|
title: Kindred
|
||||||
subtitle: What the Body is
|
subtitle: All hail the new flesh
|
||||||
summary: >-
|
summary: >-
|
||||||
Species-level biology. The body you're born in, not the culture you're born
|
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.
|
into. Humans are the baseline; everything else carries elemental weight.
|
||||||
cover:
|
cover:
|
||||||
showInHeader: false
|
showInHeader: false
|
||||||
publishDate: 2026-03-05T08:51:00.000Z
|
publishDate: 2026-03-05T08:51:00.000Z
|
||||||
status: draft
|
status: published
|
||||||
isFeatured: false
|
isFeatured: false
|
||||||
parent: prima-materia
|
parent: prima-materia
|
||||||
tags:
|
tags:
|
||||||
- Prima Materia
|
- Prima Materia
|
||||||
- Generator
|
- Generation
|
||||||
|
- Species
|
||||||
relatedArticles: []
|
relatedArticles: []
|
||||||
seo:
|
seo:
|
||||||
noIndex: false
|
noIndex: false
|
||||||
---
|
---
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
- **Kindred = non-baseline species;** biologically distinctive organisms; bodies that work differently from whatever species you declare as baseline
|
||||||
|
- **Kindred is NOT culture**; all cultural variatiation happens at the *Calcination* stage
|
||||||
|
- **Example:** *Elves* -> Kindred; *Sea Elves, High Elves, Wood Elves, Dark Elves* -> Heritages
|
||||||
|
- **The SIN Engine –** every biological power traces to a biological constraint; the further from baseline the more tokens generated in the *Materia,* the more abilities purchased; but every deviation IS a limitation
|
||||||
|
- **Baseline =>** the default sapient species in your setting; usually human; zero deviations, zero tokens, zero abilities; the blank canvas culture writes on
|
||||||
|
|
||||||
|
## Procedure
|
||||||
|
|
||||||
|
1. [**Choose deviations**](#step-1-the-seven-axes){% Sidenote #step-1-2-switch title="Switching Step 1 & 2" marker="§" content="It should go without saying, that you can switch Step 1 and 2. Start with the themes and then choose the Deviations, or mix and match. The important part is that you have a couple of deviations and themes at the end." type="default" /%} from baseline across seven biological axes
|
||||||
|
1. [**Theme each deviation**](#step-2-themes) – roll or choose; determines the material character of the deviation (1 Prime × 1 Essence)
|
||||||
|
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
|
||||||
|
|
||||||
|
### Step 1: The Seven Axes
|
||||||
|
|
||||||
|
#### Size
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Tiny*
|
||||||
|
- 2
|
||||||
|
- Fraction of baseline; fits in a hand or on a shoulder
|
||||||
|
---
|
||||||
|
- *Small*
|
||||||
|
- 1
|
||||||
|
- 1 Noticeably smaller; roughly ½ to ¾ baseline mass
|
||||||
|
---
|
||||||
|
- **Medium**
|
||||||
|
- **0**
|
||||||
|
- **Baseline**
|
||||||
|
---
|
||||||
|
- *Large*
|
||||||
|
- 1
|
||||||
|
- Noticeably larger, roughly double baseline mass
|
||||||
|
---
|
||||||
|
- *Huge*
|
||||||
|
- 2
|
||||||
|
- Dwarfs baseline; several times the mass and height
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### Lifespan
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Brief*
|
||||||
|
- 2
|
||||||
|
- Fraction of the baseline; less than ¼
|
||||||
|
---
|
||||||
|
- *Short*
|
||||||
|
- 1
|
||||||
|
- Noticeable shorter; around ½ to ¾ of baseline
|
||||||
|
---
|
||||||
|
- **Standard**
|
||||||
|
- **0**
|
||||||
|
- **Baseline lifespan**
|
||||||
|
---
|
||||||
|
- *Long*
|
||||||
|
- **1**
|
||||||
|
- Several times the baseline's lifespand
|
||||||
|
---
|
||||||
|
- *Ageless*
|
||||||
|
- 2
|
||||||
|
- Biologically immortal
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### Reproduction
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Prolific*
|
||||||
|
- 2
|
||||||
|
- Swarm-breeding; dozens of offspring;
|
||||||
|
---
|
||||||
|
- *Fertile*
|
||||||
|
- 1
|
||||||
|
- More offspring; shorter gestation;
|
||||||
|
---
|
||||||
|
- **Standard**
|
||||||
|
- **0**
|
||||||
|
- **Baseline**
|
||||||
|
---
|
||||||
|
- *Slow*
|
||||||
|
- 1
|
||||||
|
- Few offspring; long gestation
|
||||||
|
---
|
||||||
|
- *Barren*
|
||||||
|
- 2
|
||||||
|
- Near-sterile; on the edge of extinction; or non-reproductive
|
||||||
|
{% /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" /%}
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Dependent*
|
||||||
|
- 2
|
||||||
|
- Dies without specific environmental condition
|
||||||
|
---
|
||||||
|
- *Adapted*
|
||||||
|
- 1
|
||||||
|
- Weakened outside preferred environment
|
||||||
|
---
|
||||||
|
- **Baseline**
|
||||||
|
- **0**
|
||||||
|
- **Environmental Generalist**
|
||||||
|
---
|
||||||
|
- *Sensitive*
|
||||||
|
- 1
|
||||||
|
- Common environmental condition causes harm
|
||||||
|
---
|
||||||
|
- *Vulnerable*
|
||||||
|
- 2
|
||||||
|
- Specific common condition is lethal
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### Metabolism
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Dormant*
|
||||||
|
- 2
|
||||||
|
- Long hibernation cycles; barely active; geological patience
|
||||||
|
---
|
||||||
|
- *Cold*
|
||||||
|
- 1
|
||||||
|
- Slow metabolism; energy-efficient; sluggish
|
||||||
|
---
|
||||||
|
- **Standard**
|
||||||
|
- **0**
|
||||||
|
- **Baseline**
|
||||||
|
---
|
||||||
|
- *Hyper*
|
||||||
|
- 1
|
||||||
|
- Constant hunger; rapid energy burn; can't rest
|
||||||
|
---
|
||||||
|
- *Exotic*
|
||||||
|
- 2
|
||||||
|
- Parasitic, photosynthetic, lithivore, magic-feeding – alien fuel source
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### Attunement
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Null*
|
||||||
|
- 2
|
||||||
|
- Completely cut off from the numinous
|
||||||
|
---
|
||||||
|
- *Dim*
|
||||||
|
- 1
|
||||||
|
- Weak connected; magic is harder
|
||||||
|
---
|
||||||
|
- **Standard**
|
||||||
|
- **0**
|
||||||
|
- **Baseline**
|
||||||
|
---
|
||||||
|
- *Sensity*
|
||||||
|
- 1
|
||||||
|
- Innately aware of supernatural forces
|
||||||
|
---
|
||||||
|
- *Saturated*
|
||||||
|
- 2
|
||||||
|
- Soaked in numinous energy; magic is inescapable
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### Cognition
|
||||||
|
|
||||||
|
{% TableWrapper variants=["axes"] %}
|
||||||
|
{% table %}
|
||||||
|
- Position
|
||||||
|
- Steps
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- *Bestial*
|
||||||
|
- 2
|
||||||
|
- Driven almost entirely by instinct; barely sapient
|
||||||
|
---
|
||||||
|
- *Feral*
|
||||||
|
- 1
|
||||||
|
- Sapient but instinct-dominant; thinking is effortful
|
||||||
|
---
|
||||||
|
- **Standard**
|
||||||
|
- **0**
|
||||||
|
- **Baseline**
|
||||||
|
---
|
||||||
|
- *Cerebral*
|
||||||
|
- 1
|
||||||
|
- Reason-dominant; instinct suppressed; deliberation over reaction
|
||||||
|
---
|
||||||
|
- *Alien*
|
||||||
|
- 2
|
||||||
|
- Cognitive architecture incomprehensible to baseline minds
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
{% 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"] %}
|
||||||
|
{% table %}
|
||||||
|
- Axis
|
||||||
|
- Position
|
||||||
|
- Step
|
||||||
|
- Description
|
||||||
|
---
|
||||||
|
- Size
|
||||||
|
- Small
|
||||||
|
- 1
|
||||||
|
- Compact; adapted to subterranean life
|
||||||
|
---
|
||||||
|
- Lifespan
|
||||||
|
- Ageless
|
||||||
|
- 2
|
||||||
|
- Tissue doesn't decay; mineralisation preserves indefinitely
|
||||||
|
---
|
||||||
|
- Habitat
|
||||||
|
- Sensitive
|
||||||
|
- 1
|
||||||
|
- Cumulative sunlight exposure triggers progressive mineral deposition in tissue
|
||||||
|
---
|
||||||
|
- Cognition
|
||||||
|
- Cerebral
|
||||||
|
- 1
|
||||||
|
- Deliberation over impulse; prudent and calculating
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
{% /Callout %}
|
||||||
|
|
||||||
|
### 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
|
||||||
|
- Choose{% Sidenote #monothematism title="Mono-thematic Kindred" marker="º" content="It is completely viable to assign multiple (or even all) deviations the same theme, mono-thematism can be fun, but in its default the Crucible will always try to create tension through contradiction." type="default" /%} or roll:
|
||||||
|
- 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"] %}
|
||||||
|
{% table %}
|
||||||
|
-
|
||||||
|
- Earth (1)
|
||||||
|
- Fire (2)
|
||||||
|
- Water (3)
|
||||||
|
- Air (4)
|
||||||
|
- Aether (5)
|
||||||
|
---
|
||||||
|
- Soul (1)
|
||||||
|
- [*Dense*](#11--soul--earth-dense)
|
||||||
|
- [*Volatile*](#12--soul--fire-volatile)
|
||||||
|
- [*Mutable*](#13---soul--water-mutable)
|
||||||
|
- [*Diffuse*](#14--soul--air-diffuse)
|
||||||
|
- [*Numinous*](#15--soul--aether-numinous)
|
||||||
|
---
|
||||||
|
- Body (2)
|
||||||
|
- [*Massive*](#21--body--earth-massive)
|
||||||
|
- [*Eruptive*](#22---body--fire-eruptive)
|
||||||
|
- [*Confluent*](#23--body--water-confluent)
|
||||||
|
- [*Dispersed*](#24--body--air-dispersed)
|
||||||
|
- [*Consecrated*](#25--body--aether-consecrated)
|
||||||
|
---
|
||||||
|
- Spirit (3)
|
||||||
|
- [*Calcified*](#31--spirit--earth-calcified)
|
||||||
|
- [*Pyroclastic*](#32--spirit--fire-pyroclastic)
|
||||||
|
- [*Dissolving*](#33--spirit--water-dissolving)
|
||||||
|
- [*Attenuating*](#34--spirit--air-attenuating)
|
||||||
|
- [*Transfiguring*](#35--spirit--aether-transfiguring)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 11 – Soul + Earth: Dense
|
||||||
|
|
||||||
|
- Individual biology that is heavy, rooted, materially present. The organism is MORE THERE than the baseline
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Dense*
|
||||||
|
- Flesh is heavier, harder, more present than baseline
|
||||||
|
- Galeb Duhr (D&D) | Ogres (Warhammer)
|
||||||
|
---
|
||||||
|
- *Rooted*
|
||||||
|
- Biology anchors to terrain; grips, burrows, refuses displacement
|
||||||
|
- Treants (D&D) | Sylvaneth (AoS)
|
||||||
|
---
|
||||||
|
- *Crude*
|
||||||
|
- Raw, oversized biological machinery; brute-force organs
|
||||||
|
- Trolls (D&D) | Troggoths (AoS) | Oni (Japanese)
|
||||||
|
---
|
||||||
|
- *Territorial*
|
||||||
|
- Individual instinct claims physical space; the body reads ground as self
|
||||||
|
- Minotaurs (Greek) | Broo (Glorantha) | Bullywugs (D&D)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 12 – Soul + Fire: Volatile
|
||||||
|
|
||||||
|
- Individual biology that burns hot, consumes fast, runs itense. The organism is a furnace
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Volatile*
|
||||||
|
- Metabolism runs hot; rapid burn, high input, fast depletion
|
||||||
|
- Kobolds (D&D) | Goblins (Warhammer) | Skinks (Warhammer)
|
||||||
|
---
|
||||||
|
- *Consumptive*
|
||||||
|
- Body demands constant fuel; build around intake and processing
|
||||||
|
- Ogres (Warhammer) | Kroot (WH 40K) | Wendigo (Algonquin)
|
||||||
|
---
|
||||||
|
- *Incandescent*
|
||||||
|
- Flesh generates excess heat, light, or energy; the organism radiates
|
||||||
|
- Azer(D&D) | Salamanders (SotDL)
|
||||||
|
---
|
||||||
|
- *Predatory*
|
||||||
|
- Apex pursuit biology – sensory focus, burst speed, kill-optimized
|
||||||
|
- Displacer Beasts (D&D) | Wargs (Tolkien) | Varghulf (Warhammer)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 13 - Soul + Water: Mutable
|
||||||
|
|
||||||
|
- Individual biology that flows, shifts, dissolves boundaries
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Mutable*
|
||||||
|
- Flesh is physically plastic; reshapes its own body
|
||||||
|
- Changelings (D&D) | Doppelgangers (D&D) | Selkies (Celtic)
|
||||||
|
---
|
||||||
|
- *Solvent*
|
||||||
|
- Biology dissolves or corrodes what it contacts
|
||||||
|
- Black Pudding (D&D) | Xenomorphs (Alien) | Trolls (Glorantha)
|
||||||
|
---
|
||||||
|
- *Permeable*
|
||||||
|
- Boundaries between self and environment are thin; absorbs and leaks
|
||||||
|
- Myconids (D&D) | Flumphs (D&D) | Newtlings (Glorantha)
|
||||||
|
---
|
||||||
|
- Cryptic
|
||||||
|
- Biology conceals; pigment, texture, scent shift to match surroundings
|
||||||
|
- Mimics (D&D) | Skinks (Warhammer)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 14 – Soul + Air: Diffuse
|
||||||
|
|
||||||
|
- Individual biology that extends beyond the body's envelope. Presence exceeds flesh.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Diffuse*
|
||||||
|
- Biological presence extends past physical boundary – fields, emanations, reach
|
||||||
|
- Mind Flayers (D&D) | Zoats (Warhammer) | Will-o'-Wisps (Folklore)
|
||||||
|
---
|
||||||
|
- *Buoyant*
|
||||||
|
- Body lighter than it should be; resists gravity, tends upward
|
||||||
|
- Arakocra (D&D) | Sylphs (Paracelsus) | Wind Children (Glorantha)
|
||||||
|
---
|
||||||
|
- *Resonant*
|
||||||
|
- Generates vibration, sound, or signal as biological function
|
||||||
|
- Harpies (Greek) | Sirens (Greek) | Thunder Lizards (AoS)
|
||||||
|
---
|
||||||
|
- *Attenuated*
|
||||||
|
- Stretched thin, fine-boned, more space with less mass
|
||||||
|
- Eladrin (D&D)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 15 – Soul + Aether: Numinous
|
||||||
|
|
||||||
|
- Individual biology that interfaces with forces beyond the material. Flesh conducts what shouldn't be there.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Numinous*
|
||||||
|
- Flesh conducts supernatural energy; the body is a natural channel
|
||||||
|
- Slann (Warhammer) | Tieflings (D&D) | Nephilim (Biblical)
|
||||||
|
---
|
||||||
|
- *Marked*
|
||||||
|
- Visible signs of numinous contact – luminescense, patterning, stigmata
|
||||||
|
- Aasimar (D&D) | Stormcast Eternals (AoS) | Genasi (D&D)
|
||||||
|
---
|
||||||
|
- *Liminal*
|
||||||
|
- Body exists partially outside material reality; perceptually unstable
|
||||||
|
- Shadar-Kai (D&D) | Phase Spiders (D&D) | Mandrakes (WH 40K)
|
||||||
|
---
|
||||||
|
- *Saturated*
|
||||||
|
- Flesh infused with numinous substance; biologically more-than-material
|
||||||
|
- Celestials (D&D) | Seraphon (AoS) | Tuatha De Danann (Irish)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 21 – Body + Earth: Massive
|
||||||
|
|
||||||
|
- Collective biology that is heavy, persistent, materially dominant. Together they are harder to move or break.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Massive*
|
||||||
|
- Collective mass exceeds sum of parts; proximity increases density or hardness
|
||||||
|
- Orks (WH 40K) | Kroxigor (Warhammer)
|
||||||
|
---
|
||||||
|
- *Sessile*
|
||||||
|
- Biology anchors population to substrate; the species grows INTO its environment
|
||||||
|
- Sylvaneth (AoS) | Aldryami (Glorantha)
|
||||||
|
---
|
||||||
|
- *Stratified*
|
||||||
|
- Bodies differentiate by role — bone density, muscle mass, organs vary by function
|
||||||
|
- Formorians (D&D) | Mostali (Glorantha)
|
||||||
|
---
|
||||||
|
- *Lithic*
|
||||||
|
- Mineral deposits build up in flesh; bone spurs, stone veins, shell growths; harder and denser over time
|
||||||
|
- Galeb Duhr (D&D) | Rockgut Troggoths (AoS)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 22 - Body + Fire: Eruptive
|
||||||
|
|
||||||
|
- Collective biology that burns or overwhelms through combined intensity. Output compounds with numbers.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Eruptive*
|
||||||
|
- Dormancy cycles punctuated by mass activation; collective biological spike
|
||||||
|
- Greenkins (Warhammer) | Slaadi (D&D)
|
||||||
|
---
|
||||||
|
- *Furnace*
|
||||||
|
- Proximity generates compounding heat; collective metabolism exceeds individual capacity
|
||||||
|
- Fyreslayers (AoS) | Azer (D&D)
|
||||||
|
---
|
||||||
|
- *Swarm*
|
||||||
|
- Small bodies, devastating collective effect; consumption scales with numbers
|
||||||
|
- Skaven (Warhammer) | Hormagaunts (WH 40K)
|
||||||
|
---
|
||||||
|
- *Catalytic*
|
||||||
|
- Proximity triggers accelerated biological processes – growth, healing, mutation, decay
|
||||||
|
- Genestealer Cults (WH 40K) | Clan Moulder (Warhammer)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 23 – Body + Water: Confluent
|
||||||
|
|
||||||
|
- Collective biology where individual boundaries thin. Shared function across specimens.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Confluent*
|
||||||
|
- Boundaries between specimens naturally thin; fluid, chemical, or neural sharing
|
||||||
|
- Tyranids (WH 40K) | Oblex (D&D)
|
||||||
|
---
|
||||||
|
- *Tidal*
|
||||||
|
- Species-wide biological cycles synchronize — breeding, dormancy, migration, molt
|
||||||
|
- Idoneth Deepkin (AoS) | Kuo-toa (D&D) | Sahuagin (D&D)
|
||||||
|
---
|
||||||
|
- *Caste*
|
||||||
|
- Bodies specialize in response to collective chemical signals; role shapes flesh
|
||||||
|
- Thri-Keen (D&D) | Tyranids (WH 40K) | Scorpionmen (Glorantha)
|
||||||
|
---
|
||||||
|
- *Amphibious*
|
||||||
|
- Biology operates across two states or media; straddles environments
|
||||||
|
- Locathah (D&D) | Merfolk (D&D) | Newtlings (Glorantha)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 24 – Body + Air: Dispersed
|
||||||
|
|
||||||
|
- Collective biology that spreads and communicates across distance. Coherence despite separation.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Dispersed*
|
||||||
|
- Maintains biological function across wide physical separation
|
||||||
|
- Hsunchen (Glorantha) | Kenku (DnD) | Pixies (D&D)
|
||||||
|
---
|
||||||
|
- *Sporal*
|
||||||
|
- Reproduction and communication through airborne biological material
|
||||||
|
- Orks (WH 40K) | Myconids (D&D) | Vegepygmies (D&D)
|
||||||
|
---
|
||||||
|
- *Choral*
|
||||||
|
- Linked through vibration, pheromone, or signal; what one senses, all access
|
||||||
|
- Genestealer Cults (WH 40K) | Cranium Rats (D&D)
|
||||||
|
---
|
||||||
|
- *Filamentous*
|
||||||
|
- Extends fine structures — tendrils, mycelia, sensory threads — networking the population
|
||||||
|
- Dryads (D&D) | Sylvaneth (AoS) | Goblins (Glorantha)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 25 – Body + Aether: Consecrated
|
||||||
|
|
||||||
|
- Collective biology that channels numinous force through combined presence. More bodies, stronger signal.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Consecrated*
|
||||||
|
- Combined presence amplifies numinous conductivity; the congregation is the antenna
|
||||||
|
- Stormcast Eternals (AoS) | Deva Hosts (Hindu) | Modrons (D&D)
|
||||||
|
---
|
||||||
|
- *Undying*
|
||||||
|
- Collectively resists death; expired specimen persist biologically
|
||||||
|
- Ossiarch Bonereapers (AoS) | Draugr (Norse)
|
||||||
|
---
|
||||||
|
- *Sanctified*
|
||||||
|
- Flesh develops numinous properties over time; older specimens become more-than-material
|
||||||
|
- Dragons (D&D) | Seraphon (AoS) | Treelords (AoS)
|
||||||
|
---
|
||||||
|
- *Reliquary*
|
||||||
|
- Dead Flesh retains function; bones, shells, husks remain active components of the collective
|
||||||
|
- Necrons (WH 40K) | Bone Nagas (D&D) | Tomb Kings (Warhammer)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 31 – Spirit + Earth: Calcified
|
||||||
|
|
||||||
|
- Biology transforming toward material fixity. Hardening, slowing, becoming more mineral than animal.
|
||||||
|
|
||||||
|
{% TableWrapper variants=["theme"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Calcified*
|
||||||
|
- Flesh progressively mineralizes; slowly becoming stone
|
||||||
|
- Stone Cursed (D&D)
|
||||||
|
---
|
||||||
|
- *Subsiding*
|
||||||
|
- Biology settling, compressing; denser and less mobile over generations
|
||||||
|
- Mostali (Glorantha) | Treants (D&D) | Dao (D&D)
|
||||||
|
---
|
||||||
|
- *Accreted*
|
||||||
|
- Body accumulates environmental material — shells, deposits, encrustations that don't shed
|
||||||
|
- Tortles (D&D) | Zaratan (D&D) | Flail Snails (D&D)
|
||||||
|
---
|
||||||
|
- *Silted*
|
||||||
|
- Biological processes slowing; metabolism, reproduction, cognition thickening
|
||||||
|
- Ents (Tolkien) | Huorn (Tolkien) | Aldryami
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 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"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Pyroclastic*
|
||||||
|
- Flesh cycles through breakdown and regrowth; old flesh dies, new flesh replaces it on a biological clock
|
||||||
|
- Phoenix (Egyptian/Greek) | Trolls (D&D) | Fyreslayers (AoS)
|
||||||
|
---
|
||||||
|
- *Slagged*
|
||||||
|
- Each regrowth leaves waste – biological residue that accumulates in or on the body
|
||||||
|
- Chaos Dwarves (Warhammer) | Half-Golems (D&D) | Infernals (SotDL)
|
||||||
|
---
|
||||||
|
- *Cauterized*
|
||||||
|
- Healed-over systemic damage; the body bears visible evidence of past biological crisis in every specimen
|
||||||
|
- Githyanki (D&D) | Orcs (Tolkien)
|
||||||
|
---
|
||||||
|
- *Diminishing*
|
||||||
|
- Each regrowth cycle yields less; organs smaller, Flesh thinner, output lower; the species is winding down
|
||||||
|
- Fyreslayers (AoS) | Petty-Dwarves (Tolkien) | Derro (D&D)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 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"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Dissolving*
|
||||||
|
- Flesh boundaries between organs, systems, or specimens are soft and getting softer; flesh merges where it shouldn't
|
||||||
|
- Gibbering Mouth (D&D) | Flesh-Eater Courts (AoS) | Shoggoth (Lovecraft)
|
||||||
|
---
|
||||||
|
- *Brackish*
|
||||||
|
- Body contains incompatible Fleshs side by side; mixed-origin biology that shouldn't coexist but does
|
||||||
|
- Beastmen (Warhammer) | Mutants (Warhammer) | Mongrelfolk (D&D) | Chimera (Greek)
|
||||||
|
---
|
||||||
|
- *Regressive*
|
||||||
|
- Under stress, Flesh reverts to earlier developmental forms; ancestral organs resurface, current structures degrade
|
||||||
|
- Lycanthrophes (D&D) | Werewolves (Folklore) | Gorgers (Warhammer)
|
||||||
|
---
|
||||||
|
- *Cursive*
|
||||||
|
- Carries a progressive condition in the blood – cumulative, irreversible, visibly advancing through the body over time
|
||||||
|
- Vampires (Folklore) | Strigoi (Romanian) | Dhampir (D&D)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 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"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Attenuating*
|
||||||
|
- Flesh becomes measurably less dense; bone hollows, muscle thins, skin translucifies
|
||||||
|
- Elves (Tolkien) | Eldarin (D&D) | Tuatha De Danann
|
||||||
|
---
|
||||||
|
- *Dispersing*
|
||||||
|
- The body sheds material — skin flakes, spores, dust, dander — constantly losing substance to the air
|
||||||
|
- Spore Servants (D&D) | Dust Mephits (D&D)
|
||||||
|
---
|
||||||
|
- *Volatilizing*
|
||||||
|
- Solid Flesh converting to gas or vapor; the body literally evaporates at the margins
|
||||||
|
- Air Genasi (D&D) | Wraiths (D&D) | Steam Mephits (D&D)
|
||||||
|
---
|
||||||
|
- *Echoing*
|
||||||
|
- Biological output (voice, scent, vibration) persits longer than the flesh that produced it
|
||||||
|
- Banshees (Irish) | Ghostwise Halflings (D&D) | Nazgul (Tolkien)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
#### 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"] %}
|
||||||
|
{% table %}
|
||||||
|
- Theme
|
||||||
|
- What the body does
|
||||||
|
- References
|
||||||
|
---
|
||||||
|
- *Transfiguring*
|
||||||
|
- Flesh actively restructuring without biological trigger; new organs, new structures, new chemistry each generation
|
||||||
|
- Slaadi (D&D) | Dragonewts (Glorantha)
|
||||||
|
---
|
||||||
|
- *Veiled*
|
||||||
|
- Flesh becoming harder to observe directly; light bends wrong around the body, eyes slide off, memory of the specimen fades
|
||||||
|
- Mandrakes (WH 40K) | Skulks (D&D) | Silence (Doctor Who)
|
||||||
|
---
|
||||||
|
- *Threshold*
|
||||||
|
- Flesh flickers between material states; solid then not; warm then cold; present then absent; measurably unstable
|
||||||
|
- Phase Spiders (D&D) | Nighthaunt (AoS)
|
||||||
|
---
|
||||||
|
- *Hollow*
|
||||||
|
- Whatever sustained the biology is gone; Flesh is structurally intact but running on fumes; functional but emptying out
|
||||||
|
- Hollows (Dark Souls) | Revenants (D&D) | God Forgot Peoples (Glorantha)
|
||||||
|
{% /table %}
|
||||||
|
{% /TableWrapper %}
|
||||||
|
|
||||||
|
{% 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
|
||||||
|
{% /Callout %}
|
||||||
|
|
||||||
|
### 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
|
||||||
|
- Tokens accumulate from all deviations into a single pool – the **Materia**
|
||||||
|
- *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)_
|
||||||
|
{% /Callout %}
|
||||||
|
|
||||||
|
### 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
|
||||||
|
|
||||||
|
#### Example Drives
|
||||||
|
|
||||||
|
##### Earth – Material Compulsion
|
||||||
|
|
||||||
|
- **Accrete =>** accumulates and refuses to release
|
||||||
|
- *+Soul:* every loss is a wound; lets go of nothing because releasing feels like dying
|
||||||
|
- *+Body:* the weight of what's gathered becomes the foundation; the hoard IS the home; remove it and there's nothing underneath
|
||||||
|
- *+Spirit:* collect scars, grudges, memories as much as objects; the accumulation is emotional as much as material; layered with things that should have been shed long ago
|
||||||
|
- **Brace =>** resists displacement disappropriate to threat
|
||||||
|
- *+Soul:* pride that won't bend; the resusal is identity; »I don't move« is who they are
|
||||||
|
- *+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
|
||||||
|
|
||||||
|
- **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
|
||||||
|
- **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
|
||||||
|
|
||||||
|
- **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
|
||||||
|
- *+Body:* keeps returning to the same place, the same name, the same absence; the faithfulness outlasts the memory of WHY
|
||||||
|
- *+Spirit:* homesick for something that keeps changing; every time it gets close, the longing reshapes itself; seeks something it could never name
|
||||||
|
- **Cling =>** won't release bonds; separation triggers crisis
|
||||||
|
- *+Soul:* love that suffocates; holds so tight it bruises; terrified that loosening the grip means losing everything
|
||||||
|
- *+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
|
||||||
|
|
||||||
|
- **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
|
||||||
|
- *+Body:* thorough, patient investigation that never concludes; still cataloguing, still testing, still mapping long after the question was answered
|
||||||
|
- *+Spirit:* the investigation unravels things that were holding together; probes until the structure comes apart; curiosity as inadvertent destruction
|
||||||
|
- **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
|
||||||
|
|
||||||
|
##### 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
|
||||||
|
- **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
|
||||||
|
|
||||||
|
{% 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.
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
- 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
|
||||||
|
- Combine tokens until Gift is described
|
||||||
|
- Each element used once per gift; **no stacking**
|
||||||
|
- **Minimum:** *1 Prime + 1 Essence*
|
||||||
|
- Combination is the description; elements tell you what the Gift does
|
||||||
|
|
||||||
|
#### 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
|
||||||
|
|
||||||
|
- **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
|
||||||
|
- *+Body:* matter shaped, hardened or crushed; petrification; walls raised; bones broken; weight imposed; substance densified
|
||||||
|
- *+Spirit:* wards anchored in substance; the liminal given weight; bindings that hold; transformation frozen mid-step; the between solidified
|
||||||
|
- **Fire =>** bright, consuming, refining, revealing, urgent, purifying, forging
|
||||||
|
- *+Soul:* senses sharpened to a point; metabolism spiked; fear burned away; fever clarity; passion that consumed the self; the inner fire that won't dim
|
||||||
|
- *+Body:* breath weapons; venom; radiant heat; light that blinds or reveals; destruction that clears; purifying force imposed outward
|
||||||
|
- *+Spirit:* sacrifice that opens doors; the veil burned thin; what's hidden made visible; purification of the crossing; the threshold set alight
|
||||||
|
- **Water =>** flowing, deep, dissolving, adaptive, reflective, concealing, relentless
|
||||||
|
- *+Soul:* identity loosened; memory as current; the self that becomes what it needs to be; depth concealed beneath surface; the inner ocean
|
||||||
|
- *+Body:* acid; erosion; matter reshaped slowly; bonds formed or dissolved; barriers penetrated; structure loosened
|
||||||
|
- *+Spirit:* boundaries between states softened; the crossing eased or blocked; fate as undertow; transformation that flows rather than breaks
|
||||||
|
- **Air =>** invisible, expansive, swift, carrying, scattering, permeating, howling
|
||||||
|
- *+Soul:* senses extended past the body; voice that carries; awareness of what's distant or hidden; the self that reaches; presence that fills a space
|
||||||
|
- *+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
|
||||||
|
- *+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
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
- **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;
|
||||||
|
- **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
|
||||||
|
- **Emotional Manipulation [Body+Fire] =>** persistent itensity *(Fire)* directed at external targets *(Body);* amplifies whatever the target already feels; proximity-only
|
||||||
|
- **Compulsion Song [Body+Fire+Air] =>** Intense *(Fire)* signal *(Air)* broadcast outward *(Body);* irresistible broadcast
|
||||||
|
- **Environmental adaption [Soul+Water] =>** self *(Soul)* loosened and adaptive *(Water);* body conforms to its surroundings over time
|
||||||
|
- **Corpse Puppeting [Body+Earth+Water+Spirit] =>** Material substance *(Body+Earth)* penetrated and flowed into *(Water)* and transformed into something it wasn't *(Spirit);* colony inhabiting dead flesh
|
||||||
|
|
||||||
|
{% Callout type="example" title="The Galla – Gifts" %}
|
||||||
|
**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
|
||||||
|
- 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.**
|
||||||
|
{% /Callout %}
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ export const articles = collection({
|
|||||||
path: 'src/content/articles/*/',
|
path: 'src/content/articles/*/',
|
||||||
format: { contentField: 'body' },
|
format: { contentField: 'body' },
|
||||||
entryLayout: 'content',
|
entryLayout: 'content',
|
||||||
|
columns: ['title', 'parent', 'status', 'publishDate'],
|
||||||
schema: {
|
schema: {
|
||||||
...createBaseArticleFields(),
|
...createBaseArticleFields(),
|
||||||
body: createContentField(),
|
body: createContentField(),
|
||||||
|
|||||||
@@ -2,10 +2,12 @@ import elementComponent from './element.ts';
|
|||||||
import calloutComponent from './callout.ts';
|
import calloutComponent from './callout.ts';
|
||||||
import sidenoteComponent from './sidenote.ts';
|
import sidenoteComponent from './sidenote.ts';
|
||||||
import figureComponent from './figure.ts';
|
import figureComponent from './figure.ts';
|
||||||
|
import tablewrapperComponent from './tablewrapper.ts';
|
||||||
|
|
||||||
export const generalComponents = {
|
export const generalComponents = {
|
||||||
...elementComponent,
|
...elementComponent,
|
||||||
...calloutComponent,
|
...calloutComponent,
|
||||||
...sidenoteComponent,
|
...sidenoteComponent,
|
||||||
...figureComponent,
|
...figureComponent,
|
||||||
|
...tablewrapperComponent,
|
||||||
};
|
};
|
||||||
|
|||||||
42
src/keystatic/components/tablewrapper.ts
Normal file
42
src/keystatic/components/tablewrapper.ts
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
import { wrapper } from '@keystatic/core/content-components';
|
||||||
|
import { fields } from '@keystatic/core';
|
||||||
|
|
||||||
|
const tableWrapperComponent = {
|
||||||
|
TableWrapper: wrapper({
|
||||||
|
label: 'Table Wrap',
|
||||||
|
schema: {
|
||||||
|
variants: fields.multiselect({
|
||||||
|
label: 'Variants',
|
||||||
|
defaultValue: ['default'],
|
||||||
|
options: [
|
||||||
|
{
|
||||||
|
label: 'Default',
|
||||||
|
value: 'default',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label: 'Random',
|
||||||
|
value: 'random',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label: 'Elemental',
|
||||||
|
value: 'elemental',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label: 'Axes',
|
||||||
|
value: 'axes',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label: 'Elemental Grid',
|
||||||
|
value: 'elemental-grid',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label: 'Theme',
|
||||||
|
value: 'theme',
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}),
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
};
|
||||||
|
|
||||||
|
export default tableWrapperComponent;
|
||||||
@@ -1,13 +1,13 @@
|
|||||||
.content {
|
.content {
|
||||||
font-family: var(--font-body);
|
font-family: var(--font-body);
|
||||||
font-size: clamp(1rem, 2.5vw, 1.25rem);
|
font-size: var(--layout-responsive-font);
|
||||||
}
|
}
|
||||||
|
|
||||||
.prose {
|
.prose {
|
||||||
@mixin py var(--space-8);
|
@mixin py var(--space-8);
|
||||||
@mixin typo_body;
|
@mixin typo_body;
|
||||||
|
|
||||||
font-size: clamp(1rem, 2.5vw, 1.25rem);
|
font-size: var(--layout-responsive-font);
|
||||||
|
|
||||||
& ::selection {
|
& ::selection {
|
||||||
color: var(--color-palette-ice-blue);
|
color: var(--color-palette-ice-blue);
|
||||||
@@ -31,6 +31,8 @@
|
|||||||
@mixin mb var(--space-6);
|
@mixin mb var(--space-6);
|
||||||
@mixin pl var(--space-4);
|
@mixin pl var(--space-4);
|
||||||
@mixin border-l var(--size-8), solid, var(--color-text-primary);
|
@mixin border-l var(--size-8), solid, var(--color-text-primary);
|
||||||
|
|
||||||
|
hyphens: auto;
|
||||||
}
|
}
|
||||||
|
|
||||||
& h3 {
|
& h3 {
|
||||||
@@ -40,6 +42,7 @@
|
|||||||
@mixin py var(--space-2);
|
@mixin py var(--space-2);
|
||||||
@mixin px var(--space-4);
|
@mixin px var(--space-4);
|
||||||
|
|
||||||
|
hyphens: auto;
|
||||||
color: var(--color-text-inverse);
|
color: var(--color-text-inverse);
|
||||||
background: var(--color-surface-inverse);
|
background: var(--color-surface-inverse);
|
||||||
}
|
}
|
||||||
@@ -52,6 +55,7 @@
|
|||||||
@mixin px var(--space-4);
|
@mixin px var(--space-4);
|
||||||
@mixin border-y var(--size-6), solid, var(--color-text-secondary);
|
@mixin border-y var(--size-6), solid, var(--color-text-secondary);
|
||||||
|
|
||||||
|
hyphens: auto;
|
||||||
color: var(--color-text-secondary);
|
color: var(--color-text-secondary);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -60,6 +64,7 @@
|
|||||||
@mixin mt var(--space-9);
|
@mixin mt var(--space-9);
|
||||||
@mixin mb var(--space-4);
|
@mixin mb var(--space-4);
|
||||||
|
|
||||||
|
hyphens: auto;
|
||||||
color: var(--color-text-secondary);
|
color: var(--color-text-secondary);
|
||||||
|
|
||||||
&::before {
|
&::before {
|
||||||
@@ -74,6 +79,7 @@
|
|||||||
@mixin mt var(--space-8);
|
@mixin mt var(--space-8);
|
||||||
@mixin mb var(--space-2);
|
@mixin mb var(--space-2);
|
||||||
|
|
||||||
|
hyphens: auto;
|
||||||
color: var(--color-text-tertiary);
|
color: var(--color-text-tertiary);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -234,7 +240,7 @@
|
|||||||
list-style: none;
|
list-style: none;
|
||||||
|
|
||||||
& > li {
|
& > li {
|
||||||
@mixin ml var(--space-6);
|
@mixin ml var(--space-9);
|
||||||
@mixin pl var(--space-4);
|
@mixin pl var(--space-4);
|
||||||
|
|
||||||
counter-increment: ol-l1;
|
counter-increment: ol-l1;
|
||||||
@@ -322,6 +328,61 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
& .axes {
|
||||||
|
& table {
|
||||||
|
& th,
|
||||||
|
& td {
|
||||||
|
&:first-child {
|
||||||
|
width: 10em;
|
||||||
|
}
|
||||||
|
|
||||||
|
&:nth-child(2) {
|
||||||
|
width: 5em;
|
||||||
|
}
|
||||||
|
|
||||||
|
&:nth-child(3) {
|
||||||
|
text-align: left;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.elemental-grid {
|
||||||
|
& table {
|
||||||
|
& td {
|
||||||
|
&:first-child {
|
||||||
|
@mixin typo_table-header;
|
||||||
|
@mixin py var(--space-2);
|
||||||
|
@mixin px var(--space-4);
|
||||||
|
|
||||||
|
border: var(--size-1) solid var(--color-border-strong);
|
||||||
|
color: var(--color-text-inverse);
|
||||||
|
background: var(--color-surface-inverse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.theme {
|
||||||
|
& table {
|
||||||
|
& th,
|
||||||
|
& td {
|
||||||
|
&:first-child {
|
||||||
|
width: 10em;
|
||||||
|
}
|
||||||
|
|
||||||
|
&:nth-child(2) {
|
||||||
|
width: 50%;
|
||||||
|
text-align: left;
|
||||||
|
}
|
||||||
|
|
||||||
|
&:nth-child(3) {
|
||||||
|
width: calc(50% - 10em)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* === DEFINTION LISTS === */
|
/* === DEFINTION LISTS === */
|
||||||
& dl {
|
& dl {
|
||||||
@mixin my var(--space-3);
|
@mixin my var(--space-3);
|
||||||
|
|||||||
@@ -211,4 +211,5 @@
|
|||||||
--layout-page-margin: var(--space-8);
|
--layout-page-margin: var(--space-8);
|
||||||
--layout-max-width: 90rem;
|
--layout-max-width: 90rem;
|
||||||
--layout-header-height: 3.125rem;
|
--layout-header-height: 3.125rem;
|
||||||
|
--layout-responsive-font: clamp(0.875rem, 2.5vw, 1.25rem);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user