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How are you still alive?

1 – Duct tape and epoxy putty. You just stuck yourself together. Further examination of your body shows multiple patch-jobs concealed under your clothing – fishing-line stitches, sawdust and staples instead of organs, and so on. You are entirely unsure why you haven’t died yet, but it seems to be working.

2 – An angel with neon hair and bluescreen eyes came down from the skies above and brought you back to life with a binary whisper. Everybody saw it but no-one’s really… talking about it? Maybe they don’t want to admit that they think it’s real. On camera, it shows up as a blistering anomaly, or it just flat-out fries the hard-drive that the video records to, so it’s all eyewitness accounts and nothing else – unless you can get a polaroid of it.

3 – You’ve replaced most of your internal organs with car parts (specifically: parts from a 1977 Ford Thunderbird), which makes you almost invulnerable to harm. But not tearing.

4 – The bullet went right through you, and now sand is pouring out of the hole. Wait: not sand, gold-dust. Weird. Anyway, it’s running through your fingers, and passers-by are partially concerned and partially interested in stealing the stuff.

5 – You shudder, and add another ghost to the swarm that follow you around, then get up and walk away. You’re on twelve, now; two small ones from the same day when you went camping in the forest as a kid, one from heart disease, a couple of car accidents, and so on.

6 – You’re the God of Mirrors. The woman who shot you through the chest is face-down dead with a ragged exit wound in her back. You have a bet going with several noted deities that they can’t kill you, and are welcome to try, because you’re getting bored of being alive and interested to find out what’s next.

7 – Because you are the True King (or True Queen) and commoners cannot hurt you. You’ve only ever been hurt by those of noble blood, and the more noble blood they have in them, the easier it is for them to hurt you. You’re petrified that a royal family (from another country, not your country, because the royal family in your country are a bunch of charlatans) will find out and use it against you somehow.

8 – You’ve never once stepped on a crack in the pavement. (Ironically: your mum’s in a wheelchair.) Also, you avoid walking under ladders, turn around when you spot a black cat, never open umbrellas indoors, and so on. But honestly, it’s just the cracks that work.

9 – You flickered out of reality for a split-second, just when it would have hit you. It saved your life, but you went somewhere else for the duration (which felt like hours to you, even though no time passed at all as far as everyone else was concerned) and you come back reeking of spoiled milk and hot plastic. You can’t remember much about where you went; you’re not sure you want to.

10 – You’re soul-bound to your brother, and you have to die at the same time in the same way or it just doesn’t… take. Still hurts, though. Your brother’s been trying to kill you (and, by extension, himself) for the last three years. At the moment he’s in hospital following his last attempt.


Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?

[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)

There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.

Image by Salva Graziano on Flickr

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What’s weird about these elves?

1. They’re feral, like all elves are until the age of 100 or so. Up until that point they dwell in the forests in caves, or improvised lean-tos; they hunt with their nails and teeth, leaping out of trees and tearing the throats out of deer. At the end of their first century, they undergo a sort of awakening and become the book-reading, spell-casting, dress-wearing elves you’re used to, staggering away from their latest kill and naked, stinking cave-mate in abject horror.

2. They’re plants. They photosynthesise, which is why you never see them eat, and instead they sleep with their feet buried in soft earth. (They extend little roots down there to suck up moisture and nutrients; it’s gross.)

3. They were created by True Elves many years ago (hundreds? Thousands?) and, even though their towering and alien makers have died, the elves continue to function. They are complex machines of stolen bone and ultrafine metal wires, kept taught and wound up nightly to power their bodies; they cannot breed, but they can make inferior copies of themselves in turn, and those copies can do the same, and so on; like worn-out photocopies, badly-sculpted and malfunctioning elves populate the poorer places of the world.

4. They come from painted worlds; in works of fine art, occasionally an elf will appear in the background, and slowly move forward in the frame, and then one day they’ll emerge. (This destroys the painting, or rather, turns it into an elf, so collectors are generally against it.) They seem to be able to find each other once they emerge, and they’ve formed a culture.

5. There’s only three of them. When one dies, another one is born. Or: arrives. Anyway, there are minimum three and maximum three elves at any one time, and they all work in concert.

6. They only exist in moonlight. Or they’re only visible in moonlight, which makes more sense, but they tell you they don’t exist if the moon isn’t shining on them. There are various folk stories about moon elves stalking unwelcome hunters through the forests, only visible as strobing images.

7. They aren’t born; they happen. All elves start off as beautiful, famous humans – as big as celebrities can get in fantasy worlds – and as more stories are written of their exploits, and portraits commissioned of their visages, the adoration poured upon them physically changes them. They grow taller, thinner, more cruel.

8. They’re all drunk, all the time. You wouldn’t really be able to tell unless you knew; but when an elf sobers up, their refined mannerisms and graceful movements become even more refined and graceful, turning them into alien creatures who are largely impossible to communicate with outside of a sort of high-pitched vibration they use instead of speech. They drink to bring themselves down to our level, which is kind of them, even if it doesn’t really work.

9. They’re hollow vessels for ghosts. Generally, an elf will be filled the spirit of an ancestor when they come of age so their elders can continue to advise on courtly happenings; when the body dies, the ghost takes over and carries on. That’s why elves live so long: most of them are already dead.

10. They eat gold. Or: anything that’s expensive, because they derive nutrition from value. Gold is the easiest way to do it, but it doesn’t taste of much, so when an elf wants to treat themselves they’ll eat gems, crowns, phylacteries, oil paintings, etc. They don’t pass solid waste; they just absorb everything they eat. (Wizards reckon this is out of reasons of politeness, and also because it could be quite painful to shit out a crown).


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Header image by Angie Trenz on Flickr

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What happens when you die?

1 – The devil challenges you to a game of your choosing in exchange for a better position in Hell. You can’t “win,” per se, because the devil cheats, but you’re at least in with a chance of getting a role as a middle manager or informant on the other guys. One death mage invented an eternal game and challenged the devil to it, thinking that he was being clever enough to guarantee himself eternal life, but the devil just chucked him into a pit and told him to forget about it.

2 – You enter an infinite plane, a place of ethereal landscapes and half-remembered sunlight, and you must search for a way out to an afterlife. The longer you stay here, the less of your original memories and personality remain; some of the shades here are just smudges of shadow and noise that barely resemble a human. You hear tell of a route to heaven in the mountains; of Elysium beyond the great sea to the east; that Valhalla emerges from between the clouds in a storm; and that Avici dwells, vast and malicious, in the tunnels far below the earth.

3 – Whoever rules the place where you died gets your soul as an eternal servant. The power-players in the occult world have legions of invisible servants at their command, or so they claim; there are secret poltergeist wars fought for territory under the cover of storms, and possessed agents in high levels of government.

4 – You escape death – narrowly, at the least second. You count yourself as lucky and go on living your life. Except: it’s not your life. Everything you experience is a simulation, your own personal afterlife, modelled after the one you chose to live while you were breathing. (In reality, your friends are grieving your death.) Die in this one, and you’ll enter another simulation, a more suitable heaven; right up until you hit the age of 88. We don’t know what happens if you die after that.

5 – You haunt the person who killed you. But: most people aren’t directly killed by someone, so your soul takes a roundabout route to punish whoever it thinks is responsible. Someone who fell off a bridge might haunt the bridge’s architect; a suicide victim might haunt their ex-therapist; a smoker might haunt a cigarette manufacturer. The closer they are to actually being at fault, the more intense the haunting is; there are layers and layers of bureaucracy between a smoker and a tobacco lobbyist, for example, and this is largely to keep the hauntings to a manageable level.

6 – You instantly become a shade of your former self, and all you can do is watch the world without you in it. You get to watch your family move on and deal with your death, but you can’t do anything about it. You can’t see other shades, either; just you, forever, in a world that you are incapable of affecting and which increasingly doesn’t care about you. (But: you can be pulled out of this state, and the crushing thing is you know how, but you can’t tell anyone. At least, not with the tools you currently have available.)

7 – A death mage (one of the bad ones) finds your corpse, and before your soul can move on or manifest into a ghost or any of that good stuff, the bastard field-strips your animus out of you and jams it into a mason jar. Before you know it he’s sold off your spectral eyes to juice up a warding spell, he’s flogged your sense of purpose to a struggling med student and siphoned off all of your back-from-the-dead vengeance and stored it in a safe in case you get any ideas about coming after him.

8 – You awaken, and you are marching in an impossibly long line under smog-choked stars, and the stench of industry stings your nostrils. You are fuel; your deeds in life have determined how much heat you will produce when burned, and at the end of the vast line, there is the great furnace that powers the machines which keep the world spinning. You see, at the edges of the crowd, iron-masked enforcers; these are people who made so little impact in their lives that they are more useful as agents than fuel. You envy them.

9 – You enter a marketplace – it looks something like a cross between a Moroccan souk and an IKEA – and it contains portions of every available afterlife, ready for purchasing with the proceeds earned from the good deeds you performed while alive. Always wanted to hang out with Abrahamic angels, but didn’t want to faff about with the whole “heaven” deal? Why not buy a six-winged friend and go hang out in the Elysian Fields? You find someone offering “Return to Life Unharmed,” which is a pretty swish deal, but the kicker is you just can’t afford it. So you’ll have to find someone willing to lend you some credit, or steal it from the nicest person you can find.

10 – Your spirit possesses someone else in the party, nestling inside their head like a parasite. They gain access to all of your skills and knowledges, but if they ever made a critical success or critical failure, they hand their character sheet over to you (and their body over to your spirit), which means you can do things like eat and love and feel again. Should you make a critical failure or success, or fall asleep, control reverts back to the original player.

Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?

[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)

There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.

Image by Krowten on Flickr

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Who are they, and why are they coming after you?

Header image by Transformer18 on FLickr

1 – They claim to be angels; they’re all platinum blonde, regardless of skin tone, and they move in a way that suggests they’re actually six-winged flaming chariot-people stuffed into unconvincing human suits. They’re trying to pre-rapture you. They say you’ve been really good, and He wants to speak to you right away.

2 – They say that they’re your parents, which is weird because both of your parents died when you were a kid. They need… organs. A kidney, to be precise. Your mum in particular seems really upset about the situation, but not enough to not strap you down to the kitchen table and whip out your innards.

3 – They wear grey suits and all have the same haircut and say they’re from the government – when they speak at all, which is rare. They want to take the chip out of your head (they put it there) so they can download the information you uploaded to it and “back you up” in case you die like the previous versions of you did. In a way, they’re your guardian angels; in another way, there’s thirteen X’s tattooed on your left wrist, but you can only see it out of the corner of your eye.

4 – They’re demons. Normal folk can’t tell, but you can see that they’re sporting angular metal horns and leaving smouldering footprints in front of themselves when they walk, which is disconcerting. Anyway, they’ve got an award for you – you’ve brought so much pain and sadness into the world that the devil wanted to personally thank you for making his job easier. You’re no saint, but you didn’t think you’d been this bad; what’s going on?

5 – They’re a fey hunting party, loaded up on dodgy whizz they found in the bathrooms near the fountain of youth, and they’ve stolen taxis, bikes, trucks and One Actual Horse to chase you down. They want you because you’re beautiful, and you’re inventive, and you look good when you run away. So: try and be boring, and ugly, in your escape.

6 – The Machines have determined that you are the most average, basic, generic human available, and they have decided to study your fascinatingly dull life in minute detail.

7 – Everyone is after you; you’re a prophesied actor in several conspiracies, but no-one’s quite sure what you’re going to do or when you’re going to do it. So: people are watching your every move, and going through your bins, and strangling each other in back alleys for looking at you the wrong way.

8 – They’re all terribly sick, or they’re working for terribly sick people. They say that you have sacred blood, and it can heal them (or they have a more scientifically-sound explanation) – and, weirdly enough, they’re right. Your blood heals the sick and brings the dead to life, but only when it’s outside of your body, which is a problem.

9 – They’re the agents of a witch. She’s seen what you can do (or sees potential in you), and sends her minions after you with messages and trials. A magpie drops a note in your soup saying that three of the people in this cafe are hellbeasts, and you have to kill at least one of them before it gets cold. A blind woman stumbles into you in the street and tells you to leave your window open tonight unless you want it broken. Underpass graffiti shifts and warps into a Bayeux Tapestry-style depiction of your life, including parts of it you haven’t lived yet.

10 – They’re freelance ghost hunters, and they say you’re a ghost, and they need to put you to rest. As far as you’re aware, you’re living a pretty normal life, so you’d rather not be “put to rest.” (Except: are you a ghost? How would you know? And what do they stand to earn by telling you, if you aren’t?)

Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?

[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)

There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.

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How did you get The Sight?

Header image by Teeejayy on Flickr

1 – Dad wasn’t around a lot when you were growing up, because dad was a kitchen god that mum summoned with some back-pocket voodoo and bodged-together mystic resonances she bought off some guy out of the back of his car. Sometimes, when you go back to visit her, she’ll compel dad to possess the body of a family friend, and the three of you have dinner together.

2 – There’s some elf in you. And not in a “grandma was tall and pretty and spent a lot of time in the woods” sort of way – you’re infected with elfdom. It’s a disease; you caught it off a particularly dazzling young man you got off with at a party a few years ago. You don’t know how many people you’ve infected since.

3 – You’re not entirely sure, but every time you see something strange, a black cat turns up about five seconds before everything kicks off. On one hand, it’s a great early warning system (and has saved your life on more than one occasion); on the other, you freak out pre-emptively every time you see a black cat.

4 – You only get it when you’re drunk; the mind control doesn’t work on you when your brain’s moving slower, so you can outwit them, except you have to be drunk, so. But this one time you did some cocaine at a party and saw an entirely different class of weirdness, so maybe different substances adjust your brain to the wavelengths of different supernaturals? The implications fascinate and terrify you.

5 – You know how you’re supposed to wait until the ghost says “GOOD-BYE” at the end of a oujia board session? Yeah, well, your stepdad came home early and you had to hide it before you finished, and now you’ve got a ghost stuck in your head. It can still only communicate using text, though, so you navigate the supernatural underworld by letting yourself get a bit possessed and tapping out instructions to yourself on your smartphone’s notes app.

6 – Clove cigarettes. There’s a reason goths smoke ‘em so much – they make hidden supernatural phenomena visible, a bit like the way regular cigarettes reveal laser traps. (Strong clove cigarettes do, anyway, which is why you hear so many folk talks of gruesome monsters coming out of Indonesia: they’re the world’s largest producer.) Unfortunately, it means you can’t hunt ghosts in public buildings, or outside if it’s windy. And you’ve heard they banned them in the US, too; presumably some sort of government conspiracy to keep the undead and fey under wraps.

7 – You crashed your truck into a mirror warehouse. It was late, and yeah, you’d been drinking, but the deer came out of nowhere – it was bad luck, ironically. Anyway, you shattered three hundred and twenty-seven mirrors in a handful of seconds, and now you can see ghosts, vampires, the fey, through governmental dazzler shields, and so on. It’s done nothing but get you into trouble, which you guess is karmic punishment for all the mirrors.

8 – You opened your eyes during prayers at Sunday School, even though you’re not supposed to, and God was there. He looked like… well, it’s hard to say. He looked like a thousand exploding lightning chariots, and He leant down and kissed you on the forehead (you still have the scar), and He cleared your vision of the clouds that keep humanity ignorant. You never opened your eyes during prayers ever again.

9 – A gutter-wizard on the run from a fey hunting party hid in your dreams one night five years ago, and he refuses to leave. While he takes up residence he appears in every dream (even the sexy ones) and, as a side-effect, allows you to view the world as it really is. He never tidies up after himself, and your dreamscape is an absolute tip.

10 – Six months ago, you woke up to see your doppelganger standing over you holding a pillow getting ready to smother you in your sleep; but was slower than you, and you really didn’t want to die, and you kicked the shit out of it in your bathroom. It was identical to you in every way aside from the way it bled printer ink. You didn’t know what to do. You tied it up and shoved it in your attic; it refuses to die, even though you haven’t fed it, and you can’t bring yourself to kill it. Every day it looks less and less real. Its skin turns to newsprint, its teeth and hair turn brittle and glassy and fall out.

And then: you touched the filaments that surrounded it like pine needles, and a handful of them burrowed inside you, and the thing laughed, and now, when they think you aren’t looking, the buildings get up and walk around and you can smell the stench of a ratkin carrion-feeder two streets away.

Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?

[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)

There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.

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What’s at the bottom of this well?

1 – The top of the other well. We don’t talk to the folk down there – they’re strange. Sometimes music leaks up, so plug your ears with wax when you go to collect water during a solstice, else you’ll be drawn down beneath.

2 – A very stuck dragon. We couldn’t get him out. He’s clearly embarrassed about it. Throw him a copper – he says he’ll tell you your future if you do, but he clearly can’t. Problem is: the older a dragon gets, the bigger it gets, and he’s starting to buckle the ground around the well.

3 – A Sphere of Annihilation. It’s like a garbage disposal, but you don’t need to worry about putting a fork in it, because it’ll destroy that too. A wizard put it here (of course it was a wizard) after plucking it from the Elemental Plane of No, and after burying it didn’t work (it annihilated the dirt and the shovels) they just built higher and higher walls around it.

4 – A branching myconid (fungus-folk) colony which is infecting people with waterborne spores. They have dire news from the Land Beneath and are trying to make an ambassador that has a human mouth, but it’s going really wrong.

5 – During the day, nothing but water and the occasional frog. At night: a lank-haired witch-thing, skittering about on bent and broken limbs, who steals livestock and drags the bodies, still kicking, back down the well to feed. The villagers are working out whether it’s best to keep placating her or try to stop her nightly rampages.

6 – Gold coins. Loads of them; they’re covered in grime, but you can see the glint of something valuable down there. Now, the whole village around it is abandoned, but presumably that’s got nothing to do with it. (Of course: it’s not gold coins. Well. It is gold coins, stuck to the camouflaged shell of something between a wyrm and a squid, designed to lure in careless treasure-hunters.)

7 – It’s not a well: it’s a chimney from a waterlogged dwarven forge that got stuck down there when the multiverse imploded. Springs and tiny cogs keep coming up along with the water.

8 – Goblins, filling the buckets with water, presumably as part of a ruse.

9 – The corpse of a unicorn. Its horn and bones are turning all the water to low-grade healing potions, making this village the healthiest one for miles around.

10 – Gin. A wizard magicked it this one time for a party and never changed it back, making this village one of the least healthy for miles around.

11 – An adventure! There’s a guy down there, all covered in robes and stuff, and he says that the well conceals a portal to the land of the dead. If you can survive the seven trials and challenges ahead, you can rescue lost souls from the underworld. (Sounds like a ruse? About one in four people in the village claim to have been rescued from down there. But maybe they’re lying, too.)

12 – Clouds. And, beneath them, a desert of bone-white sands and endless black skies, where hungry ghosts trade coins from a damned kingdom for blood, and tattered madmen lead packs of semi-intelligent dogs to raid ruined libraries.


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

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What’s this guy selling out the back of his car?

old car

Header image by Charlie on Flickr.

Roll 3D20 to determine what he’s got in stock today.

1 – Rosaries. They’re made out of bone and he assures you that they’re all “used,” whatever that means.

2 – Cats. He sells them by weight, using a pair of antique scales he’s set up on the pavement.

3 – Faberge Eggs. They look real. He claims to have located “the Faberge goose.”

4 – Handguns. These ones have fresh serial numbers on, painstakingly etched in with surprising skill, which point to recent (or upcoming) murders.

5 – Pot plants. He says they’re all tremendously venomous, and when you tell him that there’s a difference between “poisonous” and “venomous,” he rubs at a bandage on his wrist and tells you he understands the difference all too well.

6 – Blood bags. He does part-exchange, too, and pays a top dollar for unusual blood types.

7 – Fingerprints. They’re made out of hot wax, look like someone else’s fingertips, and last about twenty-four hours before they wrinkle up and drop off like scabs.

8 – Comedowns. He siphons off hangovers and comedowns, distills them into pills, and sells them to the sort of weirdos who want to skip the high and go straight to the torment.

9 – Condoms. He says they’re made of enchanted sheep guts, guaranteed to help you sire a child of strong limb and keen mind. (So: they don’t work.)

10 – Pages from books. He displays a random collection of pages from weird and esoteric books, some of which you’re pretty sure don’t exist, but he doesn’t seem to have the actual books themselves. You’ll need to keep coming back to buy them in installments, it seems.

11 – Meat. Good stuff, too! Completely above board – you’d expect it to be dog or human or something, but this is top-drawer primo horse meat.

12 – Eggs. Not guaranteed to be from chickens, but “most of them are.”

13 – Thorns. He says you can fashion them into crowns or armour that will keep you safe from fey magic; he’s wearing a full set, and bleeding quite a lot.

14 – Bottled spirits. By which we mean, of course: ghosts, condensed down into glass vessels. Take a drink, and normal folk get a brief hit of the ghost’s most important memory; those with the Sight get transported back to when it all happened.

15 – Injectable madnesses. Fancy trying out depression for the evening? Want to experience schizophrenia, but be able to go back to your normal life at the end of the weekend? Bored of a single identity, and want to dissociate into some others? He’s got your back.

16 – Music. Not sheet music or CDs, though. You give him the money, and then the tune follows you around like a faithful hound, appearing in adverts on TV and being hummed absent-mindedly by passers-by. He also sells removals.

17 – Happy families. Fully-functional, paint-by-numbers families that will move into your home and do… family stuff. The families are unaware that they were purchased out the back of a car, and it’s recommended that you don’t tell them.

18 – Moody jewellery. He maintains that all of it has been stolen from graves, or at the very least, that someone died wearing it. He has an excellent selection of widow’s wedding rings, some with the fingers still in.

19 – X-ray specs. And all other kinds of 1950’s/60’s spy gear and practical jokes from the back of a magazine, except it all works as advertised. (And it gives you tumours, too. But, hey – x-ray specs!)

20 – Experience points. He claims to have access to knowledge of “the great game” which you’re all in, and offers ways to increase your skills by making scratches on a piece of paper with your name on. Sounds daft, but it seems to work.


Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?

[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)

There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.