Thursday, July 16, 2026

(Georic Gazetteer) Bermeja Islands

 (Author's Note, 3rd Printing:   When I first compiled my simple notes from wandering the continent of Talaishia, it was meant first as a travel guide, then as a primer to the nations that reside there.  As is the case, the correspondence that's taken place has largely regaled tales of far more distant lands.  Parthia, Kufrik, even Chi'in.  In my second printing of this tome, I skipped the entire Senzar Empire and took the reader completely across the Lantl to Cos Mora and Hy Braseal.  

Yes, due to reader demand, I will commit to parchment the true tales beyond this humble appendix, but I believe I might need to don my adventuring cloak once again and actually see the lands, to separate the fact from myth.

While that's all well and good, I have composed this entry for my readers who requested it (with gold), the Bermeja Islands

The Bermeja Islands

Red rock rise, red rock sink
Count your crew then count again
                                      - A Children's Rhyme, know in at least seven common languages. 
                                     
Where is it? 
Despite the demand for hard facts, Bermeja isn't a kingdom or even it's own domain.  Between Amazonian, Muyan, Teclan, and Amayran peoples of the distant mainland, the myths and legends of the island chain are quite consistent, for the islands themselves are quite inconsistent.  

To the casual eye, the islands appear to be drifting.  The winds and the seas have little to no effect on the direction or speed.   There could be argued, with some degree of accuracy,  that the islands have a consistent, if not accurately charted, direction and pattern, the shape of a triangle within the western Mer Karabesh.   However, no scholar or loremaster has explained the fact that the island can simply disappear at irregular intervals, reappearing at a different interval than the lapsed time suggests.


Many of the accounts describe the rust-colored cliffs, emanating like dried blood in the glow of the sunset, but they appear to have practical effect  that they obstruct most passage onto the island.

My humble opinion, from thousands of miles away, is that these islands are enchanted, and mystically fenced in with some alleged fractured ley-lines crossing each out.  Until proper research and study can be conducted, at great expense, it's a geographic paradox.

Who lives there?  
The recent influx of Senzar colonizers in the region skews recent information.    In the early days of the world, different cultures suggest serpent-folk, or perhaps the birthplace of some of the giantkind that migrated south to establish part of the Cos Mora.  

There are no known human/common humanoid settlements or cultures on any of the islands.    A common theme is an ashy colored race of fishmen, living on and below the floating islands, helping them navigate, perhaps.
Why do we care?  
The powers of Senzar and Talaishia are already colonizing Vargaard for resources much less intriguing than the mere rumors of what the items hold:
  • The obvious magical implications of the crossing ley lines, and the earth magic that allows the islands to float.  
  • Red iron ore that never rusts
  • Fire pearls harvested from volcanic vents
  • And the magical quandary of how to stop the islands from floating... and should anyone even attempt. 

I blame Kenneth Hite and Robin D Laws for this one.  Just the modern intrigue from the segment on  Ken and Robin Talk About Stuff Episode #684 was enough to put in the placeholder on the blog.

Wednesday, July 15, 2026

Off to Historicon 2026!

 If things work out correctly, I should be on the road to Lancaster with Maja for a weekend at Historicon with the full Stout Gnomes contingent. 

We plan on doing some well-thought out and executed games... for the same wacky crew we've come to expect and love.  

Find us at the Commonwealth Foyer, at the foot of the escalator! 


Tuesday, July 14, 2026

(Gamma World) Not a Test #125 - Allocation is Under Review

Our heroes, the De Facto Explorers, have decided to embark on an epic quest to reach Lathar's long-lost father.  After side-quests, distractions, and backtracking, the group has finally left Fair-Town for another critical stopover at K.I.A Academy.

==============================================================

Lathar Bracken: A pure-strain human from River Bend.  He's got the muscle, the face, and a mount for most encounters.  Lathar's trusty beast of burden, No Name, travels wherever he does.   Looking for trouble in all the right places. The two-time champion of the Fair-Town Queen's Joust.  Recently married to the now-pregnant Thunnelda Haycock.   Just received a letter from his long-lost father, and has convinced the others to accompany him to the Wildlands.

Sneaky Pete: A mutated weasel scout.  Pete's telepathy and night vision take a backseat when he whips out his electrical powers.   Apparently addicted to his newly uncovered yellow powder found at "The Pool House"

Sonny Helianthus: an over 10' tall sentient sunflower artifact examiner with four arms, and trusted Restorationist ties. Knowledgeable,  but not a good one with device repairs or upgrades.   Sonny may have recently detonated an atomic device in the petrified woods... although no one else knows. 

Slitheran Wurmtail (aka Squiggles): a mutated earthworm scout, in impromptu power armor, looking for trouble in all the wrong places,  and finding it often.   He  has been subject to genetic testing and developed super-human strength, a more human body, and a thick coat of shaggy white hair.  Recently attacked and kidnapped then left for dead by an unknown group, looking for revenge 

Poppy and Speedy: Two of Squiggles' offspring from his first... litter(?) They're now teenagers in worm years, old enough to grab diminutive muskets and help their Manchi and his friends on this epic quest. 

===============================================================

After a casual walk in the late summer heat, the Explorers were happy to see the dirt of River Road transfer into the gravel, then asphalt, and finally concrete that was the trademark of the KIA technology.  The first of the impressive overhead signs, noting the storage area and the ramp to the Great Overpass remained intact with a new addition: a small black sign on the post that flashed a yellow "4" as they neared it.  They stopped in their tracks and the sign turned black again.

Pete: "Was that a code?"

Sonny: "Perhaps its using it's science to count us."

Speedy:  "Uncle Sonny there's six of us, plus No-Name."

Sonny: "I didn't say it was good science."

As they always had, they walked up the long concrete ramp to the Great Overpass,  Speedy and Poppy were amazed as they viewed the massive building KIA Academy was enclosed in for the first time. 

The first sign of issue came from a black overhead sign that flashed a few times as they came near: 

 POWER ALLOCATION IS UNDER REVIEW

The building that rented electric carts have been removed/demolished, the footprint of the building obvious.  They continued walking turning down the road to enter KIA.  They pushed the children onto the walkway.

"Be careful, stagon-less carriages are all over this place."

The streets were empty of those vehicles.  There was certainly a lot of foot traffic, but outside of a one-person scooter or similar conveyance, the technology bustling wasn't there.

And the interior was darker.  Not pitch black, but the normal lighting had been replaced by bare minimum lighting.  

The power might be compromised but the infrastructure and bureaucracy that was classic KIA was still there.   Grabbing someone who appeared to know something, they found out. 

  1. The power system was getting overhauled, so energy conversation was mandatory.  Charging stations were placed with the compound, and directions were given.
  2. Which hotels/hostels were open, especially with a place to house Stagons.
  3. There was no war... "I'd expect things to be worse if there was a war..."

KIA Academy... After Dark

The directions given were even easier, because with three steps left in the direction, the line to the recharging station started.  Pete and Lathar took their place in line.  Squiggles and his kids looked for a place to stay (and a stable, perchance), while Sonny took it upon himself to find some information at the upper levels. 

The sunflower wandered in the darkness and growing trash of the previous pristine facility, until reaching the lobby with access to elevators to the upper level.  The lobby was relatively empty, but the information and communication kiosks were still functioning.  It was time to reach out to Ramsay Kallex, former Explorer and dear friend.  

Sending a request to call the Kallex apartment, the kiosk replied back, "Would you rather reach Sector C"

Sonny: "No!"

"Given the current energy shortfall, you might be better off reach Sector C."

Sonny still proceeded to press the "CALL" button for his orginal request. 

Reaching Ramsay's father, Dr Thaddeus Kallex answered the video call, slightly miffed.

"You don't need a place to stay, do you?"

"No sir... just some help with some information..."

"Good, because we can't accept guests, for the day or long-term... you're burning up my comm credits"

"No worries, we can talk downstairs, so long as the elevators are working."

When Ramsay and Dr Kallex came down, even Sonny sensed that they had no desire to leave the lobby area to talk somewhere more private, preferring to stay close to the elevator.  

Sonny went to business, talking about Squiggles' attack, providing them the syringe they had acquired.  

Dr Kallex took the syringe, "Seriously, you came all the way down here on the off chance I could help you?"

Sonny filled them in further, covering everything since the wedding, including their new quest to find Harkonn Bracken, Lathar's father, allegedly lost in the Wildlands downriver.  

"Give me two days at least, Sonny.  We'll get you some answers.  Stay safe."

He gave Sonny one more piece of address, "I know you guys like to have fun with all sorts of people.  Do NOT go to the Sub-Levels right now. 

Once Pete and Lathar reached the friend, they discovered the ugly truth:  Only one power cell recharged per person, per day, regardless of size.   They were even more shocked to find the fee was 100 domars.    Two hundred domars and another half hour, and they had two power cells recharged.  

Day Two: 
Everyone else stood in line to recharge energy cells, while Pete and Lathar wandered outside, towards the Station Petro, where they had recharged cells prior.  Less than a half mile away from the complex, the world became militarized, with wire fence and armed fellows, human and mutant alike armed with Ancients tech.  A mile away and they were constantly getting harassed by the KIA troops stationed outside.  No lies, nor any smooth talking was successful as they were sent back.  

As a positive, ammo, particularly for slugthrowers, was a lot more expensive, but plentiful. 

Day Three:  
The goal for the group, if the Kallex family had information, was to fill the a few more energy cells, then head down river.  

Much to the sunflower's pleasure, the Kallexes were ready and met him in the lobby

Thadeus Kallex... Rogue Scholar
The elder Mountain Goat handed Sonny the pad with the chemical report, "You guys should probably should leave, given the search histories I've created.  

Neural Suppression Slurry (NSS-4)

Delivery: Injection Dermal
Purpose:

  • Temporarily disables telekinetic, psionic, and reflexive mutations

  • Causes:

    • Confusion

    • Time gaps

    • “Thousand-yard stare”

    • Compliance without full unconsciousness

"This took a little work.  It's not something we have the means to manufacture..."

Ramsay handed Sonny an actual paper file.  

"We also did a little more digging.... on a whim...."

Sonny: "Thanks guys!"

Dr Kallex:  "You shouldn't...  we need to go back... good luck."

==========

Page 1 - INITIAL REGISTRATION PAGE

(Mostly intact)

  • Name: Harkonn Bracken

  • Species: Human (Pure-Strain at intake)

  • Origin: Riverbend region

  • Occupation: Independent Salvager / Explorer

  • Affiliation: None formally

  • Family Noted: None

Margin Note (faded)

“Unusual resistance to ambient mutation.”


Page 2 - EXPEDITION AUTHORIZATION

(Heavily redacted)

  • Destination: Southern Wildlands / Parr Interface Zone

  • Mission Type: Resource Survey / Contact Assessment

  • Escort: REDACTED

  • Equipment Issued:

    • Long-range beacon (never recovered)

    • Cold-weather survival kit

    • One prototype filter mask 

Stamp:
🟨 NON-STANDARD CONTRACT

Handwritten Note:

“Volunteer. Knows the risks. Says he wants a ‘big haul.’”


Page 3 - INCIDENT REPORT – PARTIAL

(Fragmentary, unsettling)

Date: Unknown
Location: Parr Edge / Black Reeds Region

“…loss of visual contact after animal movement spike…”
“…subjects responding to vocal commands…”
“…Bracken did not flee when instructed…”

Redaction ends abruptly.

Single clear line:

“Subject chose to stay.”


Page 4 - BIOLOGICAL ANOMALY ADDENDUM

(Restricted access)

  • Harkonn shows delayed mutation onset

  • Exposure levels normally fatal

  • No aggressive mutation patterns observed

Comment:

“Possible adaptive symbiosis rather than mutation.”

Stamped by:
Dr. E. Varn 


Page 5 - FINAL STATUS PAGE

(The most important page)

STATUS:
🟨 MISSING – NOT PRESUMED DEAD

Last Known Condition:

  • Injured, mobile

  • Refused extraction

  • Last transmission not distress

Transcript fragment:

“They aren’t what you think.
They remember things.”


Page 6 - LATE ADDITIONS (Years Later)

(Sparse, but recent)

  • Animal population patterns altered

  • Human sighting unconfirmed but consistent

  • Note added:

    “Bracken name noted by some Parr scouts with deference.”

Final handwritten note (newer ink):

“If Harkonn Bracken appears — do not interfere.
Observe only.”

No signature.

Next: #126 - Downriver Guardians

Saturday, July 11, 2026

The #RPGaDay2026 Prompts!

 Probably didn't need an announcement that #RPGaDay was coming, then the announcement of the prompts, but here we are.  

Back again for year 13, #RPGaDay2026 is a celebration of rele-playing games from our own unique perspectives. 

Each day, they is a prompt to base your response from in social media, blog, vlog, podcast, artwork, or any other medium you wish to express yourself.   


If the prompts aren't doing it for you, they are providing question/topics to expand upon things.   To be honest, most of the questions are the direct take most of us would use, almost there are a few gems that might be worth a look.

1. Share a character or fellow player who is a strong example of discipline.2. What does one character’s stature in their community mean to them?
3. Poise: How does one character present themselves?4. An enjoyable moment of charm gone right or wrong?5. What burden is a  character willing to carry until the end?6. Reach: Who would you like to be able to share RPGs with?7. A moment of mercy received or given?8. A moment when a character kept or broke their resolve?9. Give one reason why it is a privilege to play with your group.
10. A secret you hope comes out about a character?11. A character made great by having or not having tact12. Most things end. What is one RPG loss you still feel?13. Strain: So far, what is the heaviest set of RPG things you have carried to play?14. What is a game held in high regard you have yet to play?15. How would you organize an endurance session of your favorite game?16. One thing that will cause a character to lose their composure?
17. A satisfying example of a character’s integrity18. Directness: A fast introduction of a new PC or player?19. A huge risk taken because of desire?20. Have the characters kept or broken more promises?21. Share an RPG charity past or present that moved you22. An enjoyable moment of grit PCs did or did not tough out23. An enjoyable moment of good or bad fortune
24. Your preferred distance in any type of RPG conflict?25. One game you want to get more familiar with?26. One game you regret not trying?27. What do you hunger for most from a session?28. Devotion: Game you have played the most!29. Labor: Thing you are most willing to work on for a game30. A game event that you are still proud of.
31. c     

Friday, July 10, 2026

(Painting) Yet Another Gnome Wars Hawaiian Gnome Pineapple Catapult

 Historicon is officially less than a week away!  I'm not hitting the full panic mode until after this weekend: final packing, organizing what needs to come with us for the Gnome MEGA-GAME and figuring out, for the first time ever, if we're taking my car or my daughter's to the con...

But I do know I'm done painting figures with it.  

As we assemble the boats, terrain, and what have you, I was given only one job: paint up one more Hawaiian Gnome Pineapple Catapult, and even I'm shocked I got it done the Friday before the con! 


They'll get their official debut at our events at Historicon.  Most games still have slots available, and as a reminder, those who do what to "Bring and Battle" their gnome units, we'll be allowing smaller constructed squads rather than full units for most events, so be warned. 



Thursday, July 9, 2026

Christmas in July - Polar Bear from Christmas Familiars (Reaper 01553)

 Another one of the Christmas Familiars, these are great figures to use the snow effects I have, but might explain why I just didn't go all in for Frostgrave.  



Wednesday, July 8, 2026

Christmas in July - Christmas Seal from Christmas Familiars (Reaper 01553)

Just how many times can I put Christmas in a blog post?  

Not in time for Christmas (There I go again), but this little seal is just one figure out of the pile of Reaper holiday packs my buddy Scott gave me back at Mepacon Fall 2024.   Out of the lead/plastic/resin pile, I'd like to see all them finished up eventually.