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Felix Hawkins was a survivalist, former Journeyman and later Rogue of The Hitchhiker's Guild, Commandant of the The People's Army of Arkassouri, the self-styled Guildmaster of Guild Protectorate of Arkassouri, and the first Monarch Of Ozarka.

Early life & Personality

Hawkins was born to Clint Hawkins & Billy Jean Hawkins (née Stoel).

Hawkins was an avowed Anarcho-Primitivist, though often made use of technology himself due to its ubiquity. He was known to have excellent wilderness survival skills even from a young age, often preferring to spend his time in the wilderness than in the company of people.

When Hawkins was around people, his speech was often frenetic, bouncing from one topic to another, and always enthusiastic. He seemed to be excited to connect with people but didn't seem to know how. At other times, possibly due to frustration with this pattern, he would often retreat into sullen silence, saying barely a word to people he knew well.

He was known to talk to himself, but this is not an uncommon pattern in people who spend a long time in the bush alone. He was also reported to have some paranoid ideas, but North America is a dangerous place.

So in context, there's no proof that the man has Schizophrenia, but there is a constellation of symptoms appearing, so it is rumored among his critics.

Work in the Hitchhiker's Guild

Hawkins Apprenticed under Raimundo James, traveling broadly across Southeastern North America.

He reached his Journeymanship in 20__, and resumed travel as an independent Guildsman. He generally did good work, but elders within the guild had worries about his judgment after some strange choices. His approach as a Guildsman was inconsistent, varying between extremes of pushover and hard-case. 

Work in Arkassouri Commonwealth ("Old Ark")

Eventually, Hawkins came to do some work in Arkassouri Commonwealth ("Old Ark"). He successfully overthrew Arkassouri Commonwealth ("Old Ark") by organizing the locals in a guerilla insurgency modeled after Cuban Revolution. This was an extremely popular movement and considered a triumph for The Hitchhiker's Guild.

Critics say Hawkins was in the right place at the right time, and happened to put his face on a revolution that was about to happen anyway. Supporters say that Hawkins has a unique charisma, and that whether or not he actually led the revolt, he was a face of leadership in a time it was needed.

After the The First Ozark Campaign / The Old Ark Revolution, Hawkins was contacted by a Guildsman and asked to return to Bowling Green Chapter ("Swallowed Two Boxes Loudly"). This was nominally for a debrief and so that the Guild could reassess the new situation and come up with a plan on how to gently guide the remnants of Arkassouri Commonwealth ("Old Ark") into a positive future.

Instead, Hawkins refused to return. This was his right as a Guildsman, but Bowling Green Chapter ("Swallowed Two Boxes Loudly") was understandably worried. This already showed warning signs that he was not practicing The Principle of Acceptance, which would dictate that he not consider the region his pet project and flee a situation that was putting him in a seat of power. Instead, Hawkins seemed comfortable being a leader there, even making enough "secretive" comments to out himself as a Guildsman.

Self-styled Guildmaster of the Guild Protectorate of Arkassouri

At this point, Hawkins was visited by a Regulator, who in their early days would give Guildsmen a chance to change their ways after they broke The Hitchhiker's Oath. Hawkins ignored the warnings and surrounded himself with local loyalists. He also retreated into The Ozark Mountains, a wild place where few Guildsmen could match his prowess at movement at concealment.
After laying low for a while, Hawkins reemerged in Mountain Home, declaring it the seat of Guild Protectorate of Arkassouri. This was to be a state guided by the leadership of the Guild, with himself as its Guildmaster. It is speculated that Hawkins thought this would be seen as a statement of loyalty to the Guild, a conciliatory measure that would assure those who doubted his intentions. On the contrary, it made official that he had lost sight of the principles of his oath, and that he must be destroyed.

As a response, the Regulators put out an open bounty among Hitchhikers to neutralize Hawkins. 

The Ozark Campaign

If Hawkins wasn't paranoid before, he was now. He returned to living in the bush in [TheOzarkRange]. His preference for being surrounded only by loyalists reached a fever pitch, until his inner circles were cleared of anyone with any doubts about the right of his leadership. He trained a cadre of the most able among them and declared them to be The Royal Ozarkan Security Agency (ROSA). Their primary goal was to suss out Hitchhikers (particularly Regulators) from the locals and travelers, and neutralize them, preferably via expulsion from the border.

In all, he spent three years waging a secretive counterintelligence campaign (See:  The Second Ozark Campaign) from the wilderness on the newly independent and almost-leaderless region. He did find a good few Hitchhikers seeking to topple his reign, and even a couple of Regulators. Most were simply publicly outed as Hitchhikers and exiled from the region, which is a death sentence at worst and a forced retirement or change of identity at best.

First King of Ozarka

After Hawkins was assured that he had a handle on things, he returned to Mountain Home, now declaring it the seat of the new Kingdom of Ozarka. He proclaimed himself King Felix I, first Monarch Of Ozarka. This was met with popular support, as his campaign in the mountains had given his persona a semi-legendary veneer. 

Started as a mining colony created by LodeStar Resource Logistics Group in 2136 to extract the massive reserves of platinum and nickel on 116 Gorée. Corporate leadership dictated its administration when it was simply a mining colony. After the AI Wars erupted, the massive influx of refugees made mining operations impractical. When the wars were over, mineral extraction of platinum was too labor-intensive compared to salvage, or to newly gate-accessible sources, so operations never resumed.

Population swelled with refugees during the AI Wars. Now largely abandoned, but still a notable transit hub in the belt. Technically under the jurisdiction of United Laniakean Incorporated Sovereignties & Indentured States (ULISIS), but little presence.

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Merensky Station Council


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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.


Random completed articles

Malnutritional Petrification is a syndrome of Mother Lomoi (Boduan) trees, in which their Sapwood becomes petrified and brittle due to overdraft of certain nutrients. 

Fossil evidence indicates this was the second most common cause of death for Bull Lomoi, after Competitive Uprooting.

Conversely, it appears that Mother Lomoi (Boduan) are more resilient to parasitic and symbiotic overdrafts. Almost all examples on Mother Lomoi have been due to overdevelopment or mismanagement in Haaru settlements. Petrification is the primary concern of Graft Administrations. 

This effect is considered to be a major contributing factor in the Fall of Kubii.

TODO: Copy some squalorous social dynamics from Hamsters:

Those raised in the Appalachian Mountain Range Cave Complex are known as Feral Blues. They are a sister subspecies of Delta-Homunculi.

Those raised in civilization develop psychologically as normal Humanoids and are generally called Delta Blues, DBs or Blues. Their numbers are relatively small compared to other humanoid groups, as the feral population generates few refugees able to be domesticated. There are small enclaves of Blues living in civilization, though their numbers remain small. 

To refer to the genetic group that encompasses Ferals & Delta Blues, I will use the term Blues.


The Appalachian Mountain Range Cave Complex is a sprawling network of occupied caves, most of them too cramped for a Beta-Human, and the very narrowest even a challenge to fit for a Delta-Homunculus.



Blues exhibit the following differences from baseline Delta-Homunculi. Ferals experience predictable developmental aberrations to their anatomy due to adaptation to their environment. But unless otherwise noted, the differences below are genetic.

  • Inter-fertility between baseline Deltas & Blues
  • Smaller & more recessed eyes, with a sunken, beady appearance.
  • Extreme light sensitivity and intolerance of normal lighting. guaranteedBlindnessForBluesWNoEyePro in Blues who live in well-lit environments if they do not take special care of their eyes. Delta Blues will often keep their homes pitch black, and wear protective goggles in normal-light settings. Some go a surgical route, having Photo-Protective Lens Implants installed in their eyes.
  • Elongated earlobes with pointed tips
  • Entire nose lowered and flattened, giving a snoutlike appearance. Ferals often have relatively minor calluses and lithodermia buildup around their nostrils.
  • Elongated and thickening finger and toe nails, generally kept about 1" in Delta Blues. Ferals' talons get up to 4" from lithodactyly. The talon encases the outermost phalanx of the fingers, facilitating climbing.
  • 20% smaller body mass in total in Ferals partly due to malnourishment and close quarters. Delta Blues tend toward 10% less body mass compared to mainstream Deltas.
  • Proportionally narrower skeletons
  • Proportionally shorter limbs
  • More flexible spines
  • Ubiquitous double-jointedness and a contortionist's level of flexibility
  • Elongated skulls
  • Long, protruding teeth that grow continually. This is an adaptation to their Alimentation habits, as the friction of scraping stone would erode the enamel a normal humanoid's teeth in a matter of months. It is a matter of hygiene for Delta Blues to file their teeth to shorter & more manageable form. Some choose to express themselves by preferring creative shapes for their teeth, most notably a fang fashion. Ferals' teeth are often heavily calcified through lithodontism, at an average length of 1"-1.5". 
  • An about 30% longer, slightly narrowing tongue. Ferals' are often elongated through use to about 200% the normal length, and deeply callused in layers of peeling flesh & glossolithic buildup, giving the surface a dry, stony appearance. They often hang out of the mouth freely. The genetic difference is small enough that it's not easily noticeable in Delta Blues, unless you meet one who's a giver ;)
  • Pale, non-melanogenic skin with a bluish hue. Feral Deltas often have a very slightly clammy consistency, due to their damp environment. 
  • Genetic resistance to birth defects effected by inbreeding (a genetic callus?)
  • Highly flexible cartilaginous ribcage
  • Highly effective lungs
  • Ability to bark at a [high] dB volume
  • Thick, durable eardrums particularly resistant to trauma from force or pressure. At the same time, they are highly sensitive to the point of enabling most Ferals to FeralEcholocation effectively, a skill that comes naturally to Delta Blues who choose to cultivate it.
  • Increased risk of late-life disease, due to short reproductive cycles in Feral population. 
  • Decreased (10%) life expectancy


Not all of the above differences are fully genetic, as the population has not had that long to adapt. The elongated nails and sharper teeth are due to the bulk of the Ferals' diet consisting of of native cave slime mold. To get every precious fragment of the mold, they have to scrape the surface of the host rock with their nails, and depending on the amount of strain they're feeling, their toenails, teeth or tongue. 

Effectively, the parts they use to scrape rocks are elongated, narrowing (sharpened), dry, and stonelike in appearance, due to the parallel formations of Lithodermia, Glossolithia, Lithodontism and Lithodactyly. In shortest terms, the parts of the body they are scratching with develop thick calluses, denser bones, calcified nails/teeth, and eventual inflammation and dryness due to deposits of stone in the layers of nearly-dead flesh. The ability of their bodies to accept and integrate these stony deposits is called Lithomorphia.

This isn't their entire diet, though. Ferals will eat anything organic they can find, including subterranean rodents, insects, worms, and each other. More on the cannibalism later.

And... one more thing.


Oh, they're already charming already, aren't they? Well, they also endlessly consume their shit and piss and have adapted to survive on that too. Hey, food in the caves is hard to come by.

Blues in general have extremely robust digestion, most notably able to digest carrion and relatively collagenic(?) plant matter. 


Ferals spend a lot of their time in a light slumber, occasionally jolting or barking to keep invaders from their territory or mate-guard.


Feras live a life of extreme privation and brutality. Their life expectancy is about 18-22, and the time they do have is extremely unpleasant.

There is evidence of the use of tools in Ferals, usually stone scrapers, or mashers for herbal balms to the perpetual injuries of Feral Blue Syndrome and a harsh life to boot. But digital manipulation is relatively difficult for ferals, due to Lithodactyly.

The Family Unit in Ferals

Society extends no further than the Family in Ferals. The Family is generally very small in number: 

First, a child is born to parents and they cohabitate until the child comes of age. Infant mortality is high, and in such cases the child is consumed by the parents, or just the father if times are hard and he wants to be selfish. And if the baby and the female died, well buddy, you got yourself a good ol' country buffet. The father may also choose to eat his mate or children at a later date. Nothing's set in stone, as they say.

For a male, maturity is generally when he becomes large and aggressive enough to compete for mates with his father. He leaves the cave, often venturing miles before he finds an unoccupied chamber or perishes on the way, fodder for the locals to feast on. 

For a female, maturity is when she reaches sexual maturity and seeks a mate in another cave or inbreeds with her father or sibling. 

If there are relatively few intra-family conflicts on mates and foraging, Ferals may cohabitate, forming a FeralClan. But this is a loose animalistic association, prone to fracture.

Territory, Barking & Echolocation

Territory plays an important role in the Feral's life. They spend much of their non-foraging time barking at the borders of their territory to scare away competition or attract mates. Some may sneak into others' territory to forage secretly, though this is grounds for physical combat if they're caught.

Their eardrums have developed into a robust yet sensitive form, able to hear echoed barks from far within the cave complex. It is estimated that they know the voices of each neighbor distinctly within a mile or two, though they may never meet in person.

Reproduction & Courtship

Ferals come to sexual maturity quickly, and reproduce quickly since their average life expectancy excluding stillborn is something like 18 years. The cave complexes are a sweltering hive of pheremones... if you're into that.

Male Ferals will bark into the neighboring caves to attract a mate, usually the daughter of one of their immediate or near neighbors, which often results in a challenge to her father or existing mate, or to the female herself if she is not interested and puts up a fight. Sadly, rape is ubiquitous among the feral populations, though it is simply one avenue the species uses to initiate a later stable family unit.

The females have been observed to exit their parents' domain when a neighboring male attracts them through a courtship display, most frequently the presentation of a food gift.

The bodily remains of a rival are considered the most desirable food gift. In the event that that rival was the female's parent or former mate, the female tends to enter a submissive behavioral pattern, or escapes this cave to a new mate. Effectively, simply killing a female's current mate to take her as their own own is a less preferred strategy, if not because it tends to just make them resentful at best and unwilling at worst, but also due to the high risk of infection when engaging in physical combat with other Ferals.

Delta Blues in Modern Societies

As noted above, Delta Blues develop normally in a psychosocial sense. However, they are frequent targets of discrimination, known in some places as the pejorative Ghoul (Slur). Many backwards places assume that all Blues act like Ferals, though the behaviors are purely environmental.

The Flesheaters is a well-known media misrepresentation of Blues, but it makes money so they're not going to stop anytime soon.

Blues' voices tend to be raspy or husky.

Blues tend to excel at the same carrers as baseline Deltas, but have especial advantages in any profession that benefits from total darkness;

- Mining & cave exploration

- Commando night operations

- Tracking & Hunting

- Anything involving climbing

Mother Lomoi (Boduan)s dominate so much of the biomass of Bodue that different parts of their anatomy tend to define the ecosystems they live in.


______ (Fyllarch, literally "Leaf Ruler") is a term with various usages. It mimics legitimate feudal titles like Kormarch & Cladarch, but is not itself an actual title given by any Haaru courts. 

This term has historically been applied to nobles to demean the significance of their domain.

In modern usage, it refers to a greedy or petty person who lacks humility, but has little to show for it. It is a term of ridicule, implying that the target thinks themselves grand and mighty but in fact rules little.


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