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King Felix I was partly responsible for The First Ozark Campaign / The Old Ark Revolution, which overthrew Arkassouri Commonwealth ("Old Ark") and established Guild Protectorate of Arkassouri. Placing himself as its leader and even subtly acknowledging his status as a Guildsman of The Hitchhiker's Guild put him in violation of The Hitchhiker's Oath. As a response, the Hitchhikers sent a warning to him through The Regulators, who requested that he return to Bowling Green Chapter ("Swallowed Two Boxes Loudly"). He ignored these warnings, instead returning to the wilderness to wage The Second Ozark Campaign, a guerilla-counterintelligence campaign meant to remove all Hitchhikers and Regulators from the territory.

During the three-year campaign, Felix was surrounded by increasingly zealous followers. His paranoia at the prospect of infiltrators drove out anyone who questioned him, and drew into his inner circle anyone who subscribed to the now-legendary status afforded to him by locals. Particularly interesting casualties of the effort were Frank Palmer & Maria Barton, who had a substantial role in the First Ozarkan Campaign and who had expressed criticism of Hawkins' supposed role as a singular leader. Both were falsely labeled Regulator infiltrators, and executed for Treason.

The Reign of King Felix I

Hawkins abolished the short-lived Guild Protectorate and declared himself King Felix I, First Monarch Of Ozarka.

Despite his claims of believing in Anarcho-Primitivist Culture, his reign is much better characterized as Feudal-Primitivist Culture. Agreeing with the common refrain that Capitalism had apparently caused the downfall of humanity, Felix went the opposite direction of most and decided that instead of developing a new system, Ozarka should regress to the previous one. He issued the Ozarkan Technological Sustainability Decree, which illegalized most modern technology for anyone outside of his inner circles.

Gradually, efforts by the Guild to neutralize Felix died down. Despite his instability and apparent mental illness, Felix was an uncanny survivalist and a skilled guerilla leader. Even when he returned from the wilderness to Mountain Home, the draconian reforms he would enact on the Kingdom made it even harder to infiltrate. The Guild eventually reasoned that any damage to their reputation was not much worse than the usual slander, and that they could probably achieve more good elsewhere where they were welcome with the locals. Ozarka is now a dangerous territory for Hitchhikers, only the bravest of whom do anything but pass through quietly.



The Northern boundary is defined by the Missouri River, which meets Forth Leavenworth in the West and United American Workers' Syndicates in the East.

The Western boundary extends into former Oklahoma, ending at the Sandstone hills region. There it proceeds south along the boundary of the Ouachita Mountains, meeting the border of Alamo Republic.

The Southern boundary extends from this point to encompass a portion of the West Reach Of Bayou Riche, which maritime border extends to Menfis in the East. 

The Eastern boundary simply follows the Mississippi River from United American Workers' Syndicates to Menfis.

Government & Politics


The Kingdom is divided into two social sectors: the Partisan Class & the Citizen Class

Partisan Class

Members of the Partisan Class are the only ones in Ozarkan Society exempt from the Ozarkan Technological Sustainability Decree

Ozarkan society goes to great lengths to segregate this sector by several means:

  • High castle walls encase Mountain Home, the seat of government and the only nearly modern city left in Ozarka.
  • The population is cloistered within Mountain Home, and even then is mandated a mostly Luddite lifestyle.
  • Citizens are required to communicate in the Ozarkan Language within this sector and with travelers, though may use standard English Language with the outside residents of Ozarka.
  • Culture has drifted enough that those in Ozarkan Partisan Culture have little in common with those in OzarkanPeripheryCulture anyway.

Members consist of the King, The Royal Ozarkan Security Agency (ROSA), The Royal Ozarkan Honor Guard (ROHG), and any personnel deemed critical enough to stand as an exception from otherwise draconian rules of society.

Citizen Class

The Citizen Class lives a life of agrarian feudalism and strict limitations in technology, enforced by The Royal Ozarkan Security Agency (ROSA). It is subdivided among the lords and their vassals.

By oath, Aristocratic Classs owe military aid to their king, and Serf Classes owe agricultural yield to their lords. Conversely, the king and lords are responsible for the protection of all their subjects.


Foreign Relations

The Kingdom is isolationist and non-interventionist in foreign policy.

They do some trade with neighbors, but having neither the means to produce technologically advanced objects nor the desire to acquire them, there is often little to trade but commodities. However, the area is agriculturally rich so a healthy enough trade flows with most of the Western communities of Bayou Riche, Forth Leavenworth, and New Africa.




Formal infrastructure in the Kingdom is relatively poor, consisting of the remnants of the US Highway System and the public streets that met ruin after Federal Emergency Austerity Act (FEAA). The Kingdom has declined offers from United American Workers' Syndicates to repave their roads, instead preferring to repair what roads are vital for defense with its own limited resources.

However, a system of Desire Paths has been created ad hoc to serve the now mostly feudal agrarian communities of the Kingdom.

Originally brought to Humankind by the Samsari, who opened our eyes to the reality of Metaphysics & Cosmology.

The foremost practitioners of these techniques are Research Temple Pytheas, but they are available for anyone to learn.

Schools of Psionic Training

The following Ability Focuses are added to this setting. They are available only by specific background choices, or by specialized training, with the exception of Psychokyriarchy.

  • Communication (Aesthegeny) - The inducement of sensations, emotions, memories, or thoughts into other minds.
  • Communication (Channeling) - Opening one's psyche to serve as a medium for thoughtforms, to read minds and communicate telepathically.
  • Constitution (Somatokyriarchy) - The inscription of sigils on the body, combined with meditative self-mastery, leading to superhuman abilities.
  • Intelligence (Hyperscription (Sigil Magick)) - What we might call Sigil Magick. The creation and imbuement of powerful sigils.
  • Intelligence (Metapsionics) - Manipulation of the mechanics of psionics at the base level.
  • Perception (Drapetology) - Freeing the spirit from the bounds of the body. Traveling freely on the physical or astral planes.
  • Intelligence (Endylosy) - The manifestation by a Mokshaic being (or the Mokshaic aspect of a symbiote), of itself or a desired concept into material reality. Generally too complicated of a process for Samsaric entities, though it is possible (the Cryptic Orb being one example of its effects).
  • Perception (Chronognethy) - Perception to other timelines or to other parts of our own. Some small manipulations of our own timeline.
  • Perception (Telescience) - 
  • Willpower (Psychochirurgy) - The healing or infliction of psychic trauma on a mind.
  • Willpower (Psychokyriarchy) - Mastery of the mind.
    • May be learned without access to a trainer.
  • Willpower (Telekinesis) - Manipulation of the physical environment.


The concepts governing psychic abilities are inherently not of the physical plane. As a result, most of their effects are directed at the spirits that occupy all sentient beings. 


The Psionic Glossary

Abjuration - The severance of a Channel from its Anchor, and the release of any power imbued into the Channel. Opposite of Imbuement.

Anchor - The thoughtform that serves as the point of origin for an ability. [May eliminate this or combine with Channel]

Channel - The physical vessel that translates the effect of an ability from the psychic to the physical plane.

E.g., Abjurer, Artifact, Invoker, Observer

Imbuement - The attachment of a Channel to its Anchor, and the investment of power within the Channel. Opposite of Abjuration.

Invocation - The intentional calling of an ability to activate.

Observation - Sensation of the Channel through a specified means.

E.g., Reading a spell, seeing a Sigil

Sense - Yes, just the senses. But as they are referenced in Abilities, here is the list for this system: Balance, Hearing, Orientation, Proprioception, Sight, Smell (Includes pheremonal), Taste (Includes some chemical smells), Touch

Signature - A soul's unique psychic trace. A signature is learned by communicating with someone in real life or on the psychic plane. This communication can take the form of deep conversation, sexual connection, or the assessment of the other as a threat in combat. Generally, the greater the emotional significance of the subject's regard of the observer, the greater the chance of the observer acquiring the signature.

This communication can take place on a subconscious level, specifically in the case of covert surveillance (both physical and astral). The subject of a surveillance is in psychic conversation with their observer once their intuition tells them they are being watched, even if none of their other senses do.

Sigil - A symbol that serves as an Channel, but must be imbued with significance and power through ritual first. 

Spirit - A psychic being that occupies all sentient life in a symbiotic relationship. It often survives the death of the physical organism, but certain skills like Drapetology allow a user's spirit to escape the confines of their body momentarily.

Target - The intended target of an ability. All Abilities require a Target.


Trigger - The event that causes an ability to take place. 

E.g., Abjuration, Imbuement, Invocation, Observation

New Version of Ability Block


Casting Time

Resistance Test

Spell Type

MP Cost?

Target Number


Anchor Default

Channel Default (Mutable?)

Target Default




To Do

  • Demonology?

Using Psionic Abilities

Ability Roll = 3d6 + Governing Attribute + Ability Focus (if applicable)

If your casting roll equals or exceeds the ability's target number (TN), you successfully use the ability. If not, the ability has no effect. Some abilities make use of the Stunt Die, so it’s a good idea to leave the dice as they fall until it is totally resolved.


For many abilities, making a successful ability roll is all you need to worry about. Sometimes, however, you must overcome the natural resistance of the target before the Ability takes effect. Psi-Power is the measure of your psionic might. Certain abilities allow the target(s) to test against Psi-Power to resist or at least offset the abilities' effects.

Psi-Power = 10 + Willpower + Ability Focus (if applicable)

Abilities that need categorization (generally copied from Fantasy AGE)

Presque Vu



Spell Type


Casting Time

Major Action

MP Cost



Perception (Intuition or Telescience) vs. Spellpower

Target Number


Range Self


Your psychic being aggressively mimics furniture. When someone does notice you, the fact of your existence seems to slip back onto the tip of their mind's tongue.

For the duration of the encounter, a successful Perception (Intuition or Telescience) test vs. your Spellpower is required to spot anyone concealed by this spell. Making an attack gives away your position, negating the spell’s benefits until the beginning of your next turn.

Had originally called this Aesthegeny, but it's a self-target rather than an other-target. So mass reflexive aesthegeny would be a feat beyond masterful and not within the scope of possibility. 

Need a new field of psychic as opposed to physical Autokyriarchy?

Healing Touch 


Somatokyriarchy (Expert)

Imbued Sigil (Healing Touch)

Spell Type


Casting Time

Major Action

MP Cost


Test   Target Number


Your touch seals wounds and restores vigor to one target. For each MP spent, the target gets back 1d3 Health.

Alternatively, this can Stabilize a Dying character.

What's the mechanism of this? Might take this out

spell ward



Spell Type


Casting Time

Major Action

MP Cost


Test   Target Number


You can weave arcane energies for magical protection. You give yourself or one target within 4 yards of you a +2 bonus on all tests to resist spells until the end of the encounter. By expending additional MP, you can extend this benefit to more targets: 2 MP per additional target, up to a number of targets equal to your Willpower. If you have the Power Arcana focus, you can extend this benefit to two more creatures, or alternately increase the spell’s bonus to +3.


A 2038 Jeeeep Ultrachungus-XS, one of the earliest and smallest DWs made.

Note: This usage supplanted the original definition of "Two mobile homes, bolted together as a single unit and used as a permanent residence."

The Double-Wide (Also Dee-Dub, Double, Dubby, or DW) is a vehicle that came to prominence in the United States in the mid- to late-21st century. As its name implies, the DW is just over twice as wide as a standard vehicle. It occupies two lanes in a street, and generally sits much higher than a standard vehicle. DWs are considered one of the focal points and originating factors in Toofers


Historians and Anthropologists note contributions from various sectors that led to the rise of the Double-Wide.

Commercial Interests

The DW was promoted with advertising, lobbying, and corporate subterfuge by the combined interests of the Petroleum, Auto-making, Real Estate, Engineering and Civil Contracting industries, among others. Its widespread adoption meant a bonanza for industries that built, fueled, or laid concrete for it.


Near the mid-21st century, Anti-Environmentalist Culture had reached a fever pitch for its adherents, who often made major material sacrifices and adjustments to their lifestyle to make their beliefs clear. As Electric Vehicles had increasingly become standard in the developed world, their reaction was to double-down on their commitment to the internal combustion engine. It became a point of pride to own a double-wide, even if they were not yet street-legal in that jurisdiction. As DWs became more commonplace, they went from a mostly rural status symbol to a common sight in city centers redesigned to accommodate them.

Government & Regulatory Bodies

Main Article: The Doubling

The United States underwent a sweeping pattern of amendments to civil engineering codes, zoning regulations and civil tort laws, accompanied by enormous expenditures to retrofit its infrastructure to accommodate DWs. This was known as The Doubling, often cited as a factor in that society's collapse.

Many jurisdictions moved to legalize DWs for consumer use in all roadways, often ahead of any indicated consumer demand. DWs were afforded special privileges and exemptions in traffic rules, such as designated lanes, mandatory right-of-way, collision liability exemptions, and pass-under obligations for smaller vehicles. 

Some jurisdictions banned DWs outright, the smallest of which simply got Raze Rallied. Others were subject to various angles of sabotage by the various private interests and aligned governmental actors that stood to profit.


The Double-Wide was an explicit strategy in the Climate Conspiracy.


DWs are often widened versions of existing standard-sized SUVs and pickup trucks, with seating for four to twelve people per row. Some models have two stories, with the driver's seat most often being located on the second story. The interiors are fitted as mobile homes, businesses, vacant passenger seating, or any other justification for using this much space.

The largest models retain the conventional four-wheeled design, with enough space underneath for a single standard vehicle to pass in a parallel or lateral direction. In most jurisdictions, those passing such a DW are legally obligated to pass under the vehicle rather than around it - because it's important to utilize space efficiently, folks!

Random completed articles

The Whole Children were a loose association of Hyperscribe political activists and later insurgents who squatted in the ruins of Emerson High School. They drew their name from the "Whole Child" philosophy of the school's 1909 founder - partly as a reflection of their ideology, and partly to make use of an abandoned but working sigil. 

They waged a radical campaign of publicly-directed Signspells that raised the ire of the Gary Free State Regime, leading to an era of paranoia that created Gary (City-State).

Kepeshnags ("Kepesh's Feast") refers to an historical event, and the holiday celebrating that event by a feast of Gekepeshiyik. The grammatical construction of the name implies the Kepesh as a host, in a manner of thanksgiving.


The story of Kepeshnags's origin tells of a starving society under siege. They ration their food as long as possible until all that is left are some Kepesh, still in the middle stage of pregnancy. Left with no other option, they slaughter and cook them, dividing the fetuses (Yaat) one each among the diners. They find the meal to be so fortifying that they rally and fight off the invaders. The diner who received the runt of the litter, thinking herself to be woefully unlucky, finds herself to be pregnant the next morning. Her spouse is so valorous in combat that he is placed in the now-empty throne of the king, who died in the siege. They attribute their victory and prosperity to the blessing of the Kepesh and her Yaat.


Kepeshnags is celebrated with a feast of Gekepeshiyik, a dish of roasted Pesh in the middle of pregnancy ("Kepesh") with the still-contained fetuses. The fetuses are a delicacy with especial cultural regard, and receiving the runt is considered good luck particularly for young women. Pesh have special cultural significance to many Haaru cultures, as a staple livestock and symbol of fertility.

An Apprentice is the lowest rank in The Hitchhiker's Guild.


Making contact with a Hitchhiker is a feat in itself since membership is secret to outsiders and even most insiders. Occasionally an outsider will pick up on signs and request to enter, but this is generally met with suspicion. Most commonly, a Hitchhiker will identify a potential recruit and try to see if they're interested in petitioning. This is a delicate phase, as it requires intuition of their opinion of the Guild without their knowledge.

Then privately, the petition is brought to a Guildmaster or three Journeymen, who are called Sponsors. If they approve, the Petitioner may attempt initiation.


Main article: Hitchhiker Initiation

Initiation is more of a test than a ritual. It takes many forms, depending on the creativity of those administering it, and the discretion of the Sponsor(s) in regards to the particular abilities and liabilities of the Petitioner. 

If they pass the tests, Petitioners recite the The Hitchhiker's Oath in the presence of all Sponsors. This completes their initiation.


The new Apprentice is then assigned to one or more Mentors, most commonly of the Journeyman level. They accompany their Mentor(s) on their travels and learn whatever they can from them.

Occasionally, a Guildmaster may mentor an Apprentice. This is generally in cases where specialized skills are required and the new member is projected to work closely with a local guild rather than traveling full time. 


An Apprentice ascends to Journeyman in much the same manner as they did to Apprentice. There is no initiation test, as their apprentice period is considered to fill that role. The The Hitchhiker's Oath is extended per rank, in accordance with increased duties and authority in the guild. The role of Sponsorship is identical.

A Geophore is a spheroid formation of various excreta from the bodies of Mother Lomoi (Boduan) trees' Follicles.

A Geophore of average size, intact in a Smallforest. It is rare for them to survive this altitude of drop, so this one likely had its fall broken a few times before coming to rest.


A Geophore can be any spheroid shape, subject to various uninteresting factors unless you really want to get into the nitty-gritty of tree biology. Most often, it's egg-shaped.

The texture is like tightly packed ash, and they generally burst when they fall for any substantial distance.

The average Geophore is about 10 feet in diameter. The average Boduan drops about ______1 in Geophores per year.


Geophores are often intermingled with minor fungal growths and bacterial cultures. Since they are desiccated, the odor tends to be unpleasant but subtle. This is one mechanism for the dispersal of spores, and several species in symbiosis with the Boduan make use of it, depositing spores into the sapwood of their host.


On a geological scale, Geophores are the major vector of creating Pseudofloors. Without their anti-erosionary influence, the Pseudofloors would be far smaller, and the Smallforests likely would not exist.


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