Added Kindred article
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2026-03-13 09:40:35 +01:00
parent 6b83044433
commit e91983a390
14 changed files with 2544 additions and 1458 deletions

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@@ -6,12 +6,6 @@ import {
} from '@astrojs/markdoc/config';
export default defineMarkdocConfig({
nodes: {
table: {
...nodes.table,
render: component('./src/components/markdoc/Table.astro'),
},
},
tags: {
ElementSymbol: {
render: component('./src/components/content/ElementSymbol.astro'),
@@ -47,6 +41,12 @@ export default defineMarkdocConfig({
credit: { type: String },
},
},
TableWrapper: {
render: component('./src/components/markdoc/TableWrapper.astro'),
attributes: {
variants: { type: Array },
},
},
Sidenote: {
selfClosing: true,
attributes: {

1846
package-lock.json generated

File diff suppressed because it is too large Load Diff

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@@ -8,10 +8,10 @@
"directory": "templates/astro"
},
"dependencies": {
"@astrojs/markdoc": "^0.12.9",
"@astrojs/node": "^9.5.4",
"@astrojs/preact": "^4.1.3",
"@astrojs/react": "^4.2.0",
"@astrojs/markdoc": "^1.0.0",
"@astrojs/node": "^10.0.0",
"@astrojs/preact": "^5.0.0",
"@astrojs/react": "^5.0.0",
"@fontsource-variable/geist": "^5.2.8",
"@fontsource-variable/geist-mono": "^5.2.7",
"@fontsource/blaka": "^5.2.7",
@@ -21,7 +21,7 @@
"@markdoc/markdoc": "^0.5.5",
"@types/react": "^19.0.8",
"@types/react-dom": "^19.0.3",
"astro": "^5.2.5",
"astro": "^6.0.2",
"preact": "^10.28.4",
"react": "^19.0.0",
"react-dom": "^19.0.0"

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@@ -1,16 +0,0 @@
---
---
<div class="table-wrap">
<table>
<slot />
</table>
</div>
<style>
.table-wrap {
scrollbar-color: var(--color-border-normal) transparent;
scrollbar-width: thin;
overflow-x: auto;
}
</style>

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@@ -0,0 +1,19 @@
---
interface Props {
variants: string[];
}
const { variants = [] } = Astro.props;
const classes = variants.filter((v) => v !== "default")
---
<div class:list={["table-wrap", classes]}>
<slot />
</div>
<style>
.table-wrap {
scrollbar-color: var(--color-border-normal) transparent;
scrollbar-width: thin;
overflow-x: auto;
}
</style>

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@@ -1,6 +1,6 @@
---
title: Domain
subtitle: What the earth provides
subtitle: Preparing the Ground
summary: >-
Climate, topography, biome, features, resources. The ground beneath; what
grows, what weathers, what the soil yields. The material conditions that force
@@ -30,8 +30,8 @@ seo:
- **Climate =>** 10 types; simplified Köppen-Geiger; temperature, precipitation, characteristics
- **Topography =>** 6 types; elevation and terrain character
- **Biome =>** 10 types; dominant vegetation;
- **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
- **Resources =>** 75 entries; what the land yields in abundance
- **Features**=>** 10 types; rivers, coasts, volcanoes, passes, settlements; affect availability tables downstream
- **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
- Tables follow below; elemental association appear later when they become mechanically relevant
## Procedure
@@ -42,8 +42,9 @@ seo:
1. **Assign features** rivers, coasts, passes, settlements
1. **Roll for resources** each locality has a **1-in-10 chance** to generate a resource
1. **Read the dominant pattern** the Climate, Topography, and Biome that appear most across localities become the domain signature for the culture living there
{% Callout type="example" title="Gwayth Teyd" %}
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.
{% Callout type="example" title="Bardùnai" %}
Looking at the map for my »Chainbreaker« setting, I decide to start with a mountain range in the somewhat centre of the map. Knowing that I want the dominant culture there to be inspired by the pre-roman nuragic people, I decide to call the range Bardùnai
{% /Callout %}
## Climate
@@ -195,7 +196,9 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with the a
{% /table %}
## Features
- Geographical features at the locality level
{% table %}
- Feature
- Description
@@ -232,90 +235,243 @@ Looking at the map for my »Chainbreaker« setting, I decide to start with the a
{% /table %}
## Resources
- What the land provides
- Each locality has a **1-in-10 chance** to generate a resource
- Mark **abundance** a defining surplus worth trading or fighting over
- Resources are used in the *Conjuction* state
- Use the following [table](https://docs.google.com/spreadsheets/d/1bUUr5F93SrQ4fZm7ONf2YTudJ-1lnbyKiFHbtLgMgrY/edit?usp=sharing) to roll for the resource of a locality
| Resources | Description |
|--------------------|-------------------------------------------------------------------------------------------------------|
| Stone | Limestone, granite, sandstone, slate; ubiquitous building and toolmaking material |
| Base Metals | Copper, tin, lead, zinc; smelted from ore into everyday tools, vessels, fittings |
| Vegetables | Root crops, legumes, leafy greens; garden staples grown in moist soil |
| Fruits | Orchard and vine crops; apples, figs, pomegranates, pears; wind-pollinated, sun-ripened |
| Staple Grains | Wheat, barley, millet, sorghum; the caloric foundation of settled civilization |
| Clay | Shaped wet, hardened by kiln; pottery, brick, tile, ceramic |
| Alchemical Earths | Calcium oxide, potash, natron, vitriol; reactive mineral substances used in processing and craft |
| Fish | River and coastal catch; preserved by salt, smoke, or drying |
| Hunting Companions | Hawks, falcons, hounds; trained animals used in pursuit and killing of game |
| Resins | Hardened tree sap; pine tar, frankincense, myrrh; sealant, adhesive, incense |
| Salt | Mineral preservative and seasoning; harvested from sea, spring, or mine |
| Oilseeds | Sesame, flax, rapeseed; pressed and heated into oil for lamps, cooking, and craft |
| Furs | Beaver, rabbit, fox pelts; insulation, clothing, and high-volume trade commodity |
| Livestock | Cattle, sheep, goats, pigs; kept for meat, milk, wool, leather, traction |
| Reeds | Marsh grasses; used for weaving, thatching, basket-making, matting |
| Hemp | Coarse fiber plant; rope, sailcloth, sacking, rough textile |
| Softwoods | Pine, fir, spruce; fast-growing construction timber and primary fuel wood |
| Dye Plants | Indigo, madder, weld; plants processed into colorfast textile dyes |
| Flax | Fine fiber plant; retted and spun into linen; light, breathable fabric and sailcloth |
| Aromatic Herbs | Lavender, rosemary, sage, thyme; culinary and ritual aromatics |
| Woad | Leaf-derived blue pigment; body paint, textile dye; labor-intensive extraction |
| Psychoactives | Mushrooms, ergot, datura, cannabis; mind-altering substances used in ritual and medicine |
| Honey | Bee product; sweetener, preservative, fermented into mead; harvested from wild or kept hives |
| Wild Game | Deer, boar, hare, game birds; hunted in open country and woodland |
| Earth Pigments | Ochre, umber, sienna; mineral pigments ground for paint, body decoration, and burial rites |
| Seals | Marine mammals hunted for blubber, oil, meat, and heavy pelts; cold-water resource |
| Iron | 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 |
| Hardwoods | Oak, ash, elm, walnut; dense timber for shipbuilding, furniture, tools, construction |
| Jade | 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 |
| Artisan Stone | 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 %}
- Resources
- Description
---
- Stone
- Limestone, granite, sandstone, slate; ubiquitous building and toolmaking material
---
- Base Metals
- Copper, tin, lead, zinc; smelted from ore into everyday tools, vessels, fittings
---
- Vegetables
- Root crops, legumes, leafy greens; garden staples grown in moist soil
---
- Fruits
- Orchard and vine crops; apples, figs, pomegranates, pears; wind-pollinated, sun-ripened
---
- Staple Grains
- Wheat, barley, millet, sorghum; the caloric foundation of settled civilization
---
- Clay
- Shaped wet, hardened by kiln; pottery, brick, tile, ceramic
---
- Alchemical Earths
- Calcium oxide, potash, natron, vitriol; reactive mineral substances used in processing and craft
---
- Fish
- River and coastal catch; preserved by salt, smoke, or drying
---
- Hunting Companions
- Hawks, falcons, hounds; trained animals used in pursuit and killing of game
---
- Resins
- Hardened tree sap; pine tar, frankincense, myrrh; sealant, adhesive, incense
---
- Salt
- Mineral preservative and seasoning; harvested from sea, spring, or mine
---
- Oilseeds
- Sesame, flax, rapeseed; pressed and heated into oil for lamps, cooking, and craft
---
- Furs
- Beaver, rabbit, fox pelts; insulation, clothing, and high-volume trade commodity
---
- Livestock
- Cattle, sheep, goats, pigs; kept for meat, milk, wool, leather, traction
---
- Reeds
- Marsh grasses; used for weaving, thatching, basket-making, matting
---
- Hemp
- Coarse fiber plant; rope, sailcloth, sacking, rough textile
---
- Softwoods
- Pine, fir, spruce; fast-growing construction timber and primary fuel wood
---
- Dye Plants
- Indigo, madder, weld; plants processed into colorfast textile dyes
---
- Flax
- Fine fiber plant; retted and spun into linen; light, breathable fabric and sailcloth
---
- Aromatic Herbs
- Lavender, rosemary, sage, thyme; culinary and ritual aromatics
---
- Woad
- Leaf-derived blue pigment; body paint, textile dye; labor-intensive extraction
---
- Psychoactives
- Mushrooms, ergot, datura, cannabis; mind-altering substances used in ritual and medicine
---
- Honey
- Bee product; sweetener, preservative, fermented into mead; harvested from wild or kept hives
---
- Wild Game
- Deer, boar, hare, game birds; hunted in open country and woodland
---
- Earth Pigments
- Ochre, umber, sienna; mineral pigments ground for paint, body decoration, and burial rites
---
- Seals
- Marine mammals hunted for blubber, oil, meat, and heavy pelts; cold-water resource
---
- Iron
- 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
---
- Hardwoods
- Oak, ash, elm, walnut; dense timber for shipbuilding, furniture, tools, construction
---
- Jade
- 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
---
- Artisan Stone
- 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" %}
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.
{% Callout type="example" title="Bardùnai - Part II" %}
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 %}

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@@ -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 13 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
---
- 24
- Distinctive Skin
---
- 56
- Distinctive Hair
---
- 78
- Distinctive Eyes
---
- 910
- Distinctive Build
---
- 1112
- 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 %}

View File

@@ -1,19 +1,905 @@
---
title: Kindred
subtitle: What the Body is
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: draft
status: published
isFeatured: false
parent: prima-materia
tags:
- Prima Materia
- Generator
- Generation
- Species
relatedArticles: []
seo:
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 %}

View File

@@ -8,6 +8,7 @@ export const articles = collection({
path: 'src/content/articles/*/',
format: { contentField: 'body' },
entryLayout: 'content',
columns: ['title', 'parent', 'status', 'publishDate'],
schema: {
...createBaseArticleFields(),
body: createContentField(),

View File

@@ -2,10 +2,12 @@ import elementComponent from './element.ts';
import calloutComponent from './callout.ts';
import sidenoteComponent from './sidenote.ts';
import figureComponent from './figure.ts';
import tablewrapperComponent from './tablewrapper.ts';
export const generalComponents = {
...elementComponent,
...calloutComponent,
...sidenoteComponent,
...figureComponent,
...tablewrapperComponent,
};

View 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;

View File

@@ -1,13 +1,13 @@
.content {
font-family: var(--font-body);
font-size: clamp(1rem, 2.5vw, 1.25rem);
font-size: var(--layout-responsive-font);
}
.prose {
@mixin py var(--space-8);
@mixin typo_body;
font-size: clamp(1rem, 2.5vw, 1.25rem);
font-size: var(--layout-responsive-font);
& ::selection {
color: var(--color-palette-ice-blue);
@@ -31,6 +31,8 @@
@mixin mb var(--space-6);
@mixin pl var(--space-4);
@mixin border-l var(--size-8), solid, var(--color-text-primary);
hyphens: auto;
}
& h3 {
@@ -40,6 +42,7 @@
@mixin py var(--space-2);
@mixin px var(--space-4);
hyphens: auto;
color: var(--color-text-inverse);
background: var(--color-surface-inverse);
}
@@ -52,6 +55,7 @@
@mixin px var(--space-4);
@mixin border-y var(--size-6), solid, var(--color-text-secondary);
hyphens: auto;
color: var(--color-text-secondary);
}
@@ -60,6 +64,7 @@
@mixin mt var(--space-9);
@mixin mb var(--space-4);
hyphens: auto;
color: var(--color-text-secondary);
&::before {
@@ -74,6 +79,7 @@
@mixin mt var(--space-8);
@mixin mb var(--space-2);
hyphens: auto;
color: var(--color-text-tertiary);
}
@@ -234,7 +240,7 @@
list-style: none;
& > li {
@mixin ml var(--space-6);
@mixin ml var(--space-9);
@mixin pl var(--space-4);
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 === */
& dl {
@mixin my var(--space-3);

View File

@@ -211,4 +211,5 @@
--layout-page-margin: var(--space-8);
--layout-max-width: 90rem;
--layout-header-height: 3.125rem;
--layout-responsive-font: clamp(0.875rem, 2.5vw, 1.25rem);
}