Monday, February 23, 2026

Planetary Fantasy

 It's like Spelljammer but mine

Touchstones: Star Control, Planescape, Star Trek

The Astral Sea

The Astral Sea has a convoluted relationship with time and space. Space within the Astral Sea is compressed, turning million year voyages into mere months- and the time which passes within is not quite the same as what passes without. It provides a much more convenient mode of inter-planetary travel than realspace Voidships, which are only used in specialized edge scenarios.

Planes appear as "Planets" surrounded by satellites representing connected Elemental and Divine/Infernal Planes. The actual "Prime Material" Planet is not present within the Astral Sea, only the "Sidereal" planes such as the Shadowfell or Feywild. To reach the Prime Material, one must first disembark into the local Shadowfell or Feywild, then enter a Fairy Ring or Sahdowgate to the Prime Material. Planets with frequent Astral traffic often have Feywilds that have been glassed into flat deserts to serve as a convenient Spaceport, fitted with permanent Feygates and Astral Elevators to facilitate travel.

The Astral Sea is filled with a pseudomaterial called Aether, a physical reflection of the emptiness that exists in the actual void of Realspace. Aether takes both gaseous and liquid form- an endless expanse of dead air and black water, neither are suitable to be imbibed. The currents of the Astral Sea form natural sailing lanes between Planets, similar to the shipping lanes found in terrestrial oceans. It is even possible for extremely gifted individuals to swim between Planets. Of course, most Starfarers use Starships. (Dragons, naturally, count as extremely gifted individuals, and fly instead of swimming.)

The most basic Starship is a canoe with oars. Such a craft is capable of traveling at very slow speeds between nearby celestial bodies, or flying between different points in the Sidereal without breaking Astral Orbit. Of course, you need to find a tall enough point on the Feywild/Shadowfell that you can make portage into the Astral Sea. Gravity is flexible in the sidereal realms that a tall enough Wizard's tower, tree, or mountain can serve as an Astral Elevator. In absence of a convenient fixed structure, a hot air balloon will often be sufficient to bring a Starship into Astral Orbit.

Astral Orbit is achieved when approaching a Planet in the Astral Sea. As you close the distance, the spherical planet seems to unfold into the "sky" above your craft. Breaking the reversed gravity causes you to "fall" from Astral Orbit. Starfarers ought have a plan to make this descent slowly.

Most Starships are not bare canoes powered by oars. Traveling across the Astral Sea to other Stars is a lot harder than canoeing to the Moon. While Starships don't have to be pressurized, since the Aether is not a vacuum, it is also not breathable. Starships need to be fitted with life support systems, water and food provisions, redundant propulsion systems, and so on. Aether cannot be desalinated, shoals of Astral Sea dwelling organisms are infrequent, and are not reliably edible, and there are frequently some very nasty things lurking beneath the black waves.

Having propulsion is very important- while there exist currents that allow Starships to travel swiftly along common lanes, there also exist dead zones- and worse, weirs and whirlpools that can entrap ships. Astral Weirs caused by dark Realspace celestial objects pull Starships into their placid center with currents much stronger than the force that basic mechanical propulsion systems provide- leaving them completely stranded unless another Starship with a more powerful engine comes along and pulls them free. Not all of the dangers are purely environmental. Piracy, Dragons, Void Demons, Astral Debris; many of the dangers of the Astral Sea are blessedly vulnerable to a salvo of cannonfire.

Races of the Astral Sea

CarcinizationElves, Dwarves, and Humans- among other races, are found rather commonly on different Prime Material Planets. There are many theories to explain this strange coincidence. For one, many of the races referred to as "Elves" have completely different origins, their commonalities are largely cosmetic. While some elves are tree dwelling gracile immortals, others are descended from plants themselves, and some have just as much in common with the "Human" pseudospecies. Then again; the Dwarven pseudospecies is incredibly homogeneous. Dwarven morphology and culture remains mostly consistent across Planar origins. Perhaps Dwarves simply represent an optimal biological niche, or are just a popular idea among the many Creator Gods. Whatever the reason, it is not surprising to meet another Human from a different Planet.

This is a non-exhaustive list of the spacefaring races of the Crux-Satari arm of the "Great Wheel" dwarf galaxy.

  1. Humans - One of the more common races found on the Astral Sea. Many are auxilliary crew on the Starships of other races, powerful mages from otherwise "primitive" Planets, or privateering crews of adventurers flying around in a ship they stole from a Starfaring race- or stumbled across ina dungeon somewhere on their homeworld.
  2. Elves Once upon a time there was a colossal tree that spread throughout the Astral Sea, its boughs touched a thousand stars. It is thought to have seeded much of the vegetable life throughout the Feywilds of the galaxy. The Elves tended to it, and it was both their home and their God. Then it was shattered.
    • The Fallen used their powers of Treesinging blended with Necromancy to weave Rotships from the shards of the tree. Without a home, they travel in an eternal quest to find the still living taproot of their lost paradise.
    • Elan - While the Fallen fell to despair, the Elan fell to mania. After the death of the First Tree they settled the Feywilds they found themselves stranded in. They integrated into the Fey species found therein, founding the infamous Courts of the Fey. After many years, some Elan turned their gaze towards the Astral Sky. The Elan are creatures of whimsy and excess, their ships are absurd pleasure barges and roving carnivals, and expeditionary explorers in search of novel pleasures on the many worlds of the Crux-Satari.
  3. Dwarves - Squat people born from living stone. Excellent craftsmen and dedicated workers. Known as being prolific merchants and mercenaries. Invented the shotgun.
  4. Orcs - Vatborn soldiers created to be disposable war slaves, stripped of most of the biological processes required to live a full and happy life for the sake of efficiency. Many have escaped to individual backwater Planets and made their own lives there, for better or worse. Most are pirates and private soldiers for fascist empires. Orcish gene matrixes are the most common form of contraband found across the Crux-Satari; it's as easy as slotting them into an alchemical bioprinter and pulling the lever.
  5. Maun Sotha - A mix between hagfish, termites, and weasels. They have three fingered forefeet, and a row of six more piggy hindfeet. Their long tails are tipped with a paralytic stinger. Maun saliva solidifies into a hardened plaster-like crust, which they tongue-sculpt into hives, clothing, and Starships. Maun Starships are infamous for being hellish tangles cobbled together from shipwrecks, debris, and fungal infestations. Rather than using cannons, they just ram their enemies, allowing their ship to break apart and then tangle around the other Craft. Maun magitech focuses on the cultivation of specialized strains of fungi- their Straships are propelled by a web of demonic mycelium which converts the suffering of living things into kinetic energy. Known for mass raiding and abductions.
  6. Bishapti - Maggoty grub ruminants with doughy bodies and four arms. Their Nymph stage requires gastroliths to properly digest the tough vegetal matter found on their homeworld. Bishapti are actually not natively sentient, their higher mental functions are a result of the interactions of three different polarities of psychically resonant stones inside their stomachs. According to Bishapti folklore; Ha-stones provide Bishapti with desire, Poh-stones provide Bishapti with mathematical ability, and Reah-stones grant them personality and the ability to metacognitize. It is said there is a fourth stone, which grants a Bishapti terrible supernatural powers. The Bishapti homeworld is the only known source of these stones. Pirates target Bishapti to cut the stones from their stomachs.
    • Agol Bishapti - The final form of a Bishapti, held at bay by alchemical treatmentand meditation. Agol Bishapti lack mouths or stomachs, and so are no longer sentient. They exist only to lay and fertilize eggs- but are physically powerful and covered from head to toe in inch thick armored plating. Agol Bishapti Eunuchs are used as a sacred warrior caste, directed in battle by telepath priests. They live for a matter of weeks. To become Agol is the greates sacrifice a Bishapti can make for their clan.
  7. Automaton - Golems, Robots, Warforged; a convergent Pseudospecies of ensouled contructs. Designed to be servants, remade through fire and blood to be Automatons; Self Acting. Sometimes very dangerous to the Organic creatures that remind them oh so much of the masters they just got done grinding into grease.
    • Necromachina - Making Golem cores is precision work. Trapping a Necrotic false soul inside of a chunk of dessicated corpsemeat and then implanting it into a mechanical body is much cheaper. The Astral Sea is filled with Ghost Ships manned by ancient Necromachina; bottom dollar self-perpetuating paperclippers travelling around stripmining worlds regardless of whether or not they're inhabited.
    • Floethi -  Living wood sung around an ensouled core. An eco-friendly alternative to wrought metal. Desperate Fallen Elves try to do the same with the Dead Wood of the First Tree.
  8. Ergheist - An ancient, warped race. Extremely skilled in the manipulation of living things through Alchemy, and even more gifted in the practice of Necromancy. Ergheist society fell to an oligarchy of billionaire lich-tyrants, who treated the living as worthless cattle and turned their home planet into a factory farm. Ergheist design their servants with impossible biologies and accelerated growth cycles, then kill and reanimate them to be used up until they need to be recycled into nutrient slurry. There are no more living Ergheist, the last scrap of viable genetic information was destroyed during their Resource wars, which suits the Lich lords just fine. A lich is an eternal machine, why would engineer its own obsolescence? Credited for the creation of Orcs. Responsible for polluting the Crux-Satari with an obscene amount of Necromachina paperclippers. Ergheist ships are attacked on sight by most Starferers.
  9. Lacrima - Human Pseudospecies outlier. Their biology is mostly identical to other Humans; except for a third eye set in their foreheads. This third eye is capable of expelling tear drops telekinetically controlled by the Lacrima. Living creatures struck by these tears experience a momentary psychic link with the Lacrima.
  10. Dragons - Not a Pseudospecies so much as a ring species spread across various Planets. Dragons are one of the only wholly terrestrial species capable of traveling the Astral Sea unaided. They need only find a Sidereal plane and flap their wings, and their absurd vitality allows them to survive the deprivation of the Aether. Dragons lack a drive for companionship, their nature as apex beings negates most of the pressures that drive the formation of societies. Dragons who meddle in the affairs of "lesser" starfaring races do so for many reasons. Some young Dragons do so to gain a leg up on the competition, others live among them from birth- finding a kinship kindled in their reptilian hearts. Older Dragons have more obscure purposes; compelled by alien logic, whimsy, or base cruelty.
  11. Floxx - Two headed bird-like creatures with digititrade legs and wing-arms. The wings lack the full power to take them airborne except on worlds with a low gravitational constant like their own homeworld. Both heads are fully functional and have different personalities. Thought to be deeply honorable and wise; philosophy, mathematics, and theology are their main exports. Both of a Floxx's heads must be in agreement before they are capable of action, a trait which naturally lends the species a penchant for rhetoric. The Floxx do not use Starships; their Homeworld is home to a second sentient race- colossal whale like creatures (Peragia) who drift in and out of their Feywild's Astral Orbit. The Floxx build palanquin temples on their backs, and revere them as Gods. These nomadic temples make a pilgrimage across the Crux-Satari, lending their various talents (honorable warfare, spirited debate, wine brewing,) to other Sentient Races. Floxx Heretic-Pirates are known to be particularly dangerous.
  12. Goblinoids - Thought to have been uplifted by a forgotten ancient race whose technology they inherited. Given a bad reputation by a fanatical sect (called the Sakarin) of their religion, whose manifest-destiny beliefs provide justification for the conquest of the inhabited worlds of other Sentient Races. They claim that the Lost Race left behind a trail of vaults and ruins, leading to a second uplifting and subsequent apotheosis to the Plane of Positive Energy as Gods. They also claim that it is their sacred duty to find and uplift all other instances of Goblins across the Astral Sea, folding them into the Great Crusade of the Sakarin. The Goblinoids who remain on their homeworld are much more relaxed, committed to a monastic lifestyle contemplating the mysteries of their uplifters and the preservation of the biosphere.

 


Sunday, February 22, 2026

Magic and the Mundane

A Ladder to the Moon, By Me

This is a topic that I've been stewing on for basically my whole life regarding fantasy worldbuilding.

This is a good video about it! 

 I Hate Modern Magic 

Magic has become boring. I hate that. Even the oft praised Brandon Sanderson's Magic systems leave me dissatisfied, even thought they have interesting elements and are worth a look. They're good power systems, don't get it twisted, but they're not really... magical? As for DnD and Anime and video game magic systems, they're all awful and boring. If I see one more Elemental magic system I'm going to scream. Everything's about mana points and floating magic circles and aura farming and it's all so dreadfully boring. Beyond the flashing lights and the spectacle, these magic systems are built on thin air. They lock Fighters and "Muggles" out of the action in favor of special magic people and make everything disconnected from the material realities of life. The worst of it is that this magic is nothing at all like Real Magic.

Magic does not actually exist- sorry if you're a member of one of the modern religious denominations which still believes in the power of ritual, but I'm writing under the assumption that nothing supernatural exists. If ghosts or extrasensory powers do exist... then they aren't magic. Because if we can put it in a lab and measure it, then it isn't magic. For something to be supernatural it must not be part of our world, and by definition things that are real are part of our world. When Magic is real, it's physics.

People in the past believed in Magic. They had a bunch of different concepts around how it worked- but by and large they believed that there were things which you could do that would mysteriously grant you effects that benefited you. They were right, obviously, there are lots of things that they did that were Magical thinking that actually did work.

It turns out that planting fish-heads in soil next to your crops really does bring you a bountiful harvest, because fish carcasses are full of calcium and phosphorous. Herbs really do have special powers, too, and those powers have been refined and studied by modern sorcerers to create the wondrous elixirs we take for granted, like Advil, and Xylitol. Bones ground into the forge introduced carbon into the iron, making an early form of steel that really was better than the contemporary non ancestor-blessed metal. Alchohol really was pure and holy and better than (dirty) water. They didn't have comprehensive proof that these occult rituals did anything, and of course, a lot of them didn't. Runes didn't confer any protection when inscribed into stone or metal, deathbed curses weren't real, and even if you personally believe in a few of them, you agree that 99% of the gods, spirits, and demons they prayed to weren't there to listen.

We live in a world blanched of magic. The catoblepas was just an ugly cow, the peak of olympus was empty and abandoned, the Blemmyes were just a mistranslation passed through a system of Chinese telephone until people thought there were a bunch of crazy Humanoid subspecies in foreign countries. Yes, there exist magical rocks and flying chariots- but those things aren't magic, they're science, which is unfortunately a lot less cool.

As funny as it is to call a bottle of Nyquil a magic potion and larp as a witch's apprentice drinking experimental brews to cure the deathly curse you contracted by kissing butch lesbians at the club during flu season, it is not a magic potion. It's a drug sold from a drug store and it gets made in industrial batches by machines, not witches or goblins sweating over a smoking green cauldron. The wondrous things that exist today that we would have called magic back then did not exist back then, yet we believed in them anyway.

TV killed the magic mirror and the wishing star.

Modern fantasy makes magic a sterile thing, severed from the underlying archetypes and mythology that make it compelling, but dropped into our magicless world and clumsily reattached. Wizards are a type of guy. If you are not a Wizard you are not a Magic Person. A Fighter is a guy holding a wedge with a lever attached, and that's it. His sword does the things that a mundane piece of metal can do, in our sad blanched world. Wizards can do anything they want to though. Because Magic!

Magic is when a Magic Guy points a Magic rod and it acts like a Rifle that shoots "force." What even is force? It's like if you made throwing a firebolt boring. Except they already did that, because Magic Fire doesn't actually act like fire. Magic fire is stripped of its significance, it's just a gun without the bullet because the material conditions that are required to create firearms are more disruptive to "fantasy" than the presumption that a portion of the population can hurl lethal bolts of directed energy at will.

Mages are no longer required to keep familiars- spirits who taught mankind sorcery. They are no longer forced to consort with devil or Djinn or brew magic potions or meet their fetch in Annwn or the Duat's riverbed, they do not sell their soul, they do not reach anamnesis, they are no longer required to learn the name of God, they are no longer required to do anything other than be the Simulacra. Palpatine could throw lightning because he was a Dark Sorcerer of unending evil- using the Force that connected all living things in the most deeply perverse way such a power can be used: to inflict excruciating death onto another person. DnD Wizards can throw lightning because it's something that a player might want to do. (Anime wizards can shoot lightning because it looks really cool.)

There is a tendency in modern fantasy to box up the fantastical into a neat parcel and separate it from the "real." (As per the video I linked at the beginning,) Mages are a distinct class of person, not just smiths who learned the secrets of Atlantean metal, or musicians so skilled they can make rats and children fall into a trance, or or heroes so pure of heart that fate itself will not allow them to die until they complete their quest. Unicorns aren't just a rare creature with a strange ability- they are a fundamentally magical creature compared to a distinctly un-magical creature like a rabbit or a dog.

That's not how the ancients saw the world; all animals were magical. Dogs and cats were, and sometimes still are, thought to be able to see/repel ghosts and demons. But when you crack open a Monster Manual, Fantasy Games feel the need to emphasize that there are Special Magic Dogs that can do magic things that Real Normal Dogs can't. There are magical metals and there are normal metals, Magical people and normal people, Magical swords and normal swords. The thought of a "normal sword" existing in fantasy is ludicrous to me.

I do not mean that all swords must have supernatural special properties, a world populated entirely by vorpal blades and flame tongues, what I mean is that I think the concept of a sword is so inherently resonant that calling one mundane is backwards.

Blood is magic, moonlight and daylight are magic, cold iron and silver  are magic, running water is magic, wine is magic, telling the truth is magic, lightning is magic, fire is magic, singing and dancing and music and poetry are magic, making a promise is magic, Love is magic- the most powerful of all, Hate is magic, Death is magic, Life is magic.

When you say that all of these things are just atoms and math clashing together in mundane and meaningless patterns, only rendered "really magical" upon the introduction of some theoretical "magic" particle of energy, you've lost the plot. You've elevated something produced wholly by simulacra into the space that actual resonant and meaningful archetypes should have taken. Why are you even writing fantasy if you believe that fairy tales are such silly things? Why do you need a Magical Electron to come into your story and make things like love "real?" It's a story. In stories birds can just talk sometimes, you don't need to invent a phony pseudoscientific method- you're just replacing one fake reason with another. 

I hear "in this fantasy world magic is just another fundamental part of physics" a lot. If we lost even a single one of the fundamental forces then the universe as we know it would have been radically altered. Without gravity, neither stars nor any other astral body would have formed- just an endless sea of diffuse particles. I can't even imagine a universe without electromagnetism or the strong force, and the weak force is the reason that stars and nuclear fission work. I cannot imagine how you would come up with or implement a new fundamental force, let alone tailor it so carefully that its emergent properties caused the things we have historically imagined to be magical. What the author really wanted was a pseudoscientific explanation as to why there were long-eared people who could live forever and people could get superpowers from reading books. The thing is, there is no possible scientific explanation for magic- if there were, it wouldn't be magic, it would be science. Magic is the explanation, it does not need to be explained.

Good magic is resonant. It means something. It speaks to fundamental human beliefs and desires, those beyond science. Good magic is a metaphor, or a literalization of one. Good magic is more real than reality. In the same way that we wish that justice and truth and love were real, tangible things, we wish that magic were real. Good magic hits like that. Bad magic can be replaced by a gun- and would be better off for it. (If your magic is a metaphor for technology that's okay... but it should be a good metaphor for technology. Why not just use technology? Star Trek did it.)

I like fantasy stories that don't ask permission. Game of Thrones is really good, because nobody knows how its magic works. It isn't so much a tool the characters can wield as it is a situation they find themselves in. Scarlet Hollow is also really cool and thematic. There's no hurling fireballs, but there's this kind of Seydrcraft connection type magic that allows you to glean information you shouldn't in really cool ways. My favorite of all time is the Force, before all that EU crud bloated it into a lame power fantasy, the Force was a metaphor for Buddhism/correct action and political influence. It was about controlling yourself and giving up control over others, about the corrosiveness of violence, and about how wanting to be an evil fascist wizard is actually really pathetic and you shouldn't invade Vietnam actually. The Dark Side of the Force is a prescient depiction of becoming blackpilled on 4chan.

 Honorable Mentions;

  • Worth the Candle, for having a huge maximalist gauntlet of good metaphor magics. Water magic is depression, responsibility, and the weight of generations! Gold Magic is the way we alienate and dehumanize ourselves and others for the sake of capital and power! Spirit Magic is Nofap! 
  • Curse of Chalion, for being an actually good depiction of Divine magic instead of just having it be Yellow lasers instead of Blue.
  • Mythras, for being the only ttrpg with an interesting magic system.
  • Cultist Simulator, for making me feel like an actual Wizard attaining occult powers.
  • Hunter X Hunter, whose Magic System is essentially "What if every sport, game, craft, or autistic hyperfixation could be used against someone like a martial art? What does a fight between someone playing slots and someone using Jujitsu look like? Also they can cheat and make up new rules, and the loser sometimes gets actually violently murdered by the winner." 

 

Urgh. This was a bit navel-gazey and overly negative, I'll try to write something more creative and constructive next time so I don't go insane.

Wednesday, February 4, 2026

Item List and Fringe rules

Falling

If you fall uncontrolled (footing crumbled, rope snapped, horse bucked,) you take damage equal to the number of feet you fell and must Soak it with your Toughness Dice or suffer an injury. If you fall in a controlled manner (intentionally and willingly jumping off of something,) subtract your Dexterity Score from this damage before Soaking it.

Advancement

Whenever you do something important, you gain one XP. Every 3 XP, you can either take a level (+1 Toughness, gain the next template of your class or multiclass,) or choose one entry on your character sheet to advance. This can be a statistic, item, your character's name, spell, or anything else written on your character sheet. The DM decides on an upgrade for that entry.

Things that ought give you XP

  • Surviving a session 
  • Completing a capital "Q" Quest 
  • Earning 5000 coins worth of treasure 
  • Killing an iconic creature (Dragon, Gelatinous Cube, Medusa)
  • Discovering a location uninhabited for the last 100 years 

Durability

If you use a weapon or item to do something it's not intended for- smashing a door open with a battle axe, prying open a sealed crate with a dagger, there is a 2 in 6 chance to break the item. The item is useless for its intended purpose until repaired with a Repair Kit. 

 Blindness

Roll attacks twice and take the lower result.

 Languages

All characters know their Native Language. This allows them to speak to other people who come from the same country/province/kingdom. In addition, they know a number of extra languages equal to their Intelligence Modifier.

  • Common : A patois developed by traders, soldiers, and adventurers. Popular amongst young posers.
  • Celestial : Holy texts, Angels, and pretentious legalese. Lorem Ipsum.
  • Runic : The language of ancient cultures, Golems, Sentient Weapons, Dungeon Controller AI's, and Spellbooks. 
  • Elvish : If they had it their way, everyone would speak it.
  • Beastly : Demihumans, Nature spirits, and Sentient Trees. The written form is made from knotted threads or notched wood.
  • Monstercommon : A patois developed by the "monstrous races" that can speak and write. Orcs, Drow, and Goblins trade with one another.
  • Demonic : Hurts to speak. Hurts worse to read. Can't be used to lie. 
  • Sign Language/Braille : Requires a hand free to speak. Books written in braille are longer; blind adventurers ought carry abridged versions.
  • Morse Code : Useful for communication across long distances.

Kits

 All kits take up 3 inventory slots. They represent bundles of equipment that allow adventurers to perform specialized tasks. 

  1. Camping Kit: A bedroll, waterskin, frying pan, and canvas tent- plus quivers, buckles, sheathes and pouches. Allows resting in the great outdoors and caves.
  2. Healing Kit : Tourniquets, linen strips, rubbing alcohol, cotton, needle and thread, scalpel and bone-saw. Allows bleeding to be stopped, limbs to be amputated, and arrows to be removed.
  3. Repair Kit:  Set of small hammers, leather strips, whetstones, patchmetal, needle and thread. Allows damaged equipment to be repaired during downtime.
  4. Trap Kit : Pliers, 100' of wire, wire cutters, small mechanical parts. Allows traps to be disarmed and installed.
  5. Cosmetic Kit : Coral, Kohl, Skin-paint, Cream, Wig, fake beard, brad pads, and colored contacts. Allows you to change how you look.
  6. Carpentry Kit : Hammer, 20 nails, lacquer and brush, wood splitting wedge. Allows you to assemble and disassemble wooden objects.

Items 

  1.  Rope (1) : 30 foot spool. 
    • Grapnel (1) : Allows for grappling
    • Spike (1/3) : Allows you to  
  2. Tool (2) : Wood Splitting Axe, Shovel, Mining Pick, etc. 
  3. Torch (1/2) : A pitch soaked stick. 30 ft of light.
  4. Chalk (1/6) : A pack comes in 6 colors. Leaves marks on stone. 
  5. Firewood (3) : Treated wood and tinder.
  6. 10' Pole (2) : A long stick. 
  7. Padlock/Key (1) : Share a slot. Allows you to lock doors and chests. 
  8. Whistle (1/2) : Sound carries.
  9. Hand Mirror (1) : A small piece of silver polished to a shine. Check corners, signal across distances, and detect Vampires. 
  10. Lantern (1) : 30 feet of light
    • Hooded : Can be shuttered, hiding you from prying eyes.
    • Belt : Can be latched to a belt, leaving your hands free. 
  11. Oil Flask (1/3) : can be converted into firebombs or used to fuel lanterns.
  12. Bottle (1/3) : Stores liquids, and small creatures. 
  13. Explosive Barrel (3) : Keg of blasting powder. Explodes for 3d10 damage if lit. Clears obstacles. 
  14. Flint and Steel (1) : 2 in 6 chance to light something on fire.
  15. Medicine (1/3) : A bottle of painkillers, contraceptives, or antibiotics, sometimes all three in one.
  16. Garlic (1/3) : Seasons food and Terrifies the dead. Poisonous to dogs.
  17. Ration (1/7) :
    • Fresh Ration : Berries, Cabbage, Penny Bun, easy to source in meadows and forests, but spoils within a few days.
    • Dry Ration : Salt Pork, barley flour, Hard Tack. Needs water and fire to be edible, doesn't spoil.
    • Cold Ration : Pickles, Jam, Biscuits. Can be eaten cold.
  18. Beer, Wine, Whiskey (1) :  A bottle of the good stuff. Can be used to feed fires or lift spirits.