Tuesday, December 16, 2025
A Commemoration of the House of Worms
Thursday, October 9, 2025
AMA
Late last year, when I thought my House of Worms Empire of the Petal Throne campaign was only a few weeks from ending — shows what I know! — I mentioned that I planned to let the players ask me questions about the campaign, particularly about what things looked like “on the other side of the screen,” so to speak. I’ve always believed in a certain degree of transparency when it comes to what I do as referee. None of it is “secret knowledge,” so long as revealing it doesn’t spoil or diminish the experience of play.
Now that House of Worms has finally come to an end, I’m happy to answer any questions the players might have.
Sunday, October 5, 2025
Coda (Part III)
Startled by the vastness of the choices before them, Kirktá, Keléno, and their companions found themselves overwhelmed by questions. Sinustragán answered as best he could, his tone patient but edged with the fatigue of one who must translate Eternity into the language of mortals. Many of their inquiries simply had no answer that would make sense to minds bounded by the narrow corridors of Time. At last, with a faint smile that might have been amusement or pity, he said, “Before you lie many possibilities, though not all equally probable. Since I wish to return you to a place and a moment suited to your natures, it would help me greatly if you first chose who you wish to see seated upon the Petal Throne in that branch of the Tree of Time.”
The company fell into uneasy debate. Each of the imperial heirs had their champions and each had flaws that weighed against them. Yet, as the talk wound on, a quiet consensus began to form. Rereshqála, they agreed, was the wisest choice. He lacked the burning ambition of his brothers and sister, but in that very restraint lay his strength. Calm, judicious, and burdened with no illusions of grandeur, he seemed best suited to guide the Empire through the long twilight ahead.
He could not halt the decline of Tsolyánu – no one could, now that the One Other was free – but he might ensure that its fall was not ruin, only transformation. Under his rule, the Empire’s fragments might endure and, in some distant age, rise again to greatness.
Sinustragán inclined his head in acknowledgment of their choice. “Very well,” he said. “Now that you have decided which cluster of branches within the Tree of Time you wish to return to, we must narrow it further. What of yourselves? What do you wish for your own skeins of destiny? There are almost as many fates for each of you as there are for the scions of the Petal Throne. Which threads will you choose?”
The question hung in the air like incense smoke, curling and reforming as each of them turned it over in their minds. Once again, the hall filled with talk, earnest, uncertain, sometimes wistful, as the members of the House of Worms and their companions debated what they truly wanted. Sinustragán waited in silence, patient as the slow pulse of eternity, until at last they came to him one by one.
Grujúng spoke first. His voice was steady, almost relieved. He asked to be returned to Sokátis, where the Ranánga River wound through familiar reeds and mist. There, he wished only to fish once more, to sit among the children and grandchildren of his clan-brothers and sisters. “No more adventures,” he said. “Only peace.”
Nebússa and his wife, Srüna, wished to remain at the College and learn its secrets. Sinustragán’s eyes softened, though he shook his head. “Not yet,” he told them gently. “If this truly is your desire, you must continue your studies. Grow in wisdom and mastery. When the time is right, the College will find you again.”
Chiyé laughed and declared his intent to take the longer road to the same goal. He would become undead, he said, and persist until the End of Time itself. Sinustragán’s laughter joined his in a quiet, knowing sound. “Then I wish you patience,” he said, “for that is a very long road indeed.”
Kirktá and Nye’étha chose to travel with Nebússa and Srüna, to study beside them and strive toward that same distant calling. “Perhaps,” Kirktá said, “we may all be found worthy one day.”
Qurén wished to return to Jakálla, the City Half as Old as the World. His eyes gleamed at the thought of long-delayed work resumed, exploring the ancient Mihálli ruins as he had once been hired to do. With Rereshqála now upon the Petal Throne, perhaps the expedition would be even grander than before.
Finally, Keléno spoke. He wished to return to Sokátis with his wife, Mírsha, to restore the old gazebo in the gardens of the clanhouse. There, at sunset, he would recline with a cup of wine and a book, welcoming any friend who wished to sit beside him and talk. It was a simple dream, but in the hush that followed his words, it seemed to all of them a noble one.
Saturday, October 4, 2025
Coda (Part II)
Keléno’s eyes lit with recognition. “So, you are Toneshkéthu’s master, then?”
A flicker of approval crossed the teacher’s face, quickly gone. He gave a short nod. “Yes and it is because of her that I have brought you here. She is very fond of you and wished no harm to come to you, so far as that can be prevented – but you cannot remain. You are neither students enrolled nor scholars invited to teach. The College has its laws and they must be kept. You must return. The only question is to where?"
Once again, Keléno and his companions found themselves unprepared. Having somehow survived their confrontation with Dhich’uné, all they longed for was safety. The College at the End of Time certainly offered that, but it was equally clear they did not belong here and, more importantly, that they would not be permitted to remain. The question was not if they must leave, but where they should ask to be sent.
Their debate circled between Sokátis, the familiar refuge of home, and Jakálla, which Qurén favored. As they argued, Sinustragán cleared his throat, the sound sharp in the stillness.
“Forgive me,” he said, “but I fear I have misled you. That is my fault. I speak as one who dwells in the College. Here, where and when are bound together in a way they are not for you. When I asked to what place you wished to return, I also meant: to what time?”
The revelation broke over them like a sudden storm, sparking another round of frantic discussion. Again the teacher raised his hand to still them.
“Remember this,” he cautioned. “We, here at the College, may walk the full span of the Tree of Time, across its trunk and down every branch. You cannot. For you, the span is limited only to the moment before you entered the passage that brought you here. I can return you to that point, but, from there, you may choose among the leaves and branches that grow from your cluster of time. And there are many.”
Friday, October 3, 2025
Coda (Part I)
Thursday, October 2, 2025
House of Worms (March 6, 2015 – October 2, 2025)
Sunday, September 28, 2025
Campaign Updates: Penultimate (Part III)
"Apostate! You were mine. Now, you are nothing. Change is the law and you would break it with your false eternity. For this, I cast you out."
"Do not mistake my hand for friendship. You are tools, no more. The cycle of Change endures. Pray you never draw my gaze again."
Saturday, September 27, 2025
Campaign Updates: Penultimate (Part II)
“Years I gave to Sárku, years hollowing myself of every weakness, every desire, even of life itself. I thought I was to become his vessel, his undying emperor. But no: all that time, I was shaping myself for another, greater patron. The One Other has chosen me not as sacrifice but as a partner. Together, we shall reign without end. The empire eternal. The dream perfected. Tsolyánu unchanging.”
Needless to say, this admission terrified the characters. They suspected that Dhich'uné had altered his original plans and now had some new scheme in mind. Yet they never once suspected that he might abandon Lord Sárku, the god to whom he had dedicated his life up to this point, and seek to join rather than control the One Other, with the pariah god as his eternal co-ruler over Tsolyánu. More than ever, they knew he had to be defeated.
Friday, September 26, 2025
Campaign Updates: Penultimate (Part I)
As I briefly stated yesterday, my House of Worms Empire of the Petal Throne campaign had its penultimate session yesterday – penultimate, not ultimate. The final session will, in fact, be next week, as we try to wrap up (to the extent that it's possible after more than ten and a half years of regular play) the remaining threads of the Tsolyáni succession crisis and incipient civil war. That's probably as good a point as any to end the campaign. After the heights of imperial power politics and the cosmic threat of a pariah god, I'm not certain there's anywhere for House of Worms to go but down. Better to end on a high note. Plus, the truth is, after more than a decade, we're all a little tired and could probably use a change of scenery, so to speak, even if I'm still unsure that the campaign begun in its wake could ever live up to this one.
The characters had, for several sessions, been working their way through the bowels of Avanthár, the seat of Tsolyáni power north of the capital city of Béy Sü. Avanthár is often called a "citadel" and it is, but it's also a very ancient military installation dating back to before the Time of Darkness. It's filled with millennia's worth of technological and magical defenses intended to impede anyone's attempts to infiltrate it. Consequently, the characters had their work cut out for them, as they contended with all manner of unexpected and deadly wards, traps, and obstacles. Fortunately, they'd been aided by Prince Táksuru, one of the contenders for the Petal Throne, who provided them with certain aids in their quest. Likewise, Kirktá had been gifted with several artifacts by Míru, a servant of the One Other posing as a priest of Belkhánu. Like the First Tlakotáni, he wanted to see the pariah god freed from captivity beneath Avanthár.
The characters knew that Prince Dhich'uné was already ahead of them, making his way to the prison of the One Other, in hopes of establishing a new pact with the god. How he intended to do this was uncertain, since, so far as they understood things, Dhich'uné needed to be emperor before he could offer his spirit-soul to the One Other in exchange for eternal rule over Tsolyánu. Clearly, he had some kind of back-up plan or alternative scheme, one that didn't require either his victory in the Kólumejàlim or the involvement of Kirktá, who had been trained in his youth for the purpose of aiding Dhich'uné in his goals – or so he said at any rate.
Moving expeditiously from the last room they had explored, they came across a set of sliding doors that looked as if they had been partially forced open. Strange black-green fungus covered part of the door and had begun to slowly spread into the one where the characters now were. Peering into the next room, Nebússa and Kirktá could see that it was a large, circular chamber. The fungus was everywhere within. Along the curve of one wall, there was an opening, like a door. A large "plug" made of the strange ceramic/metal material of the Ancients lay shattered on the ground. The plug was covered in strange symbols and was slowly breaking down. Under the effects of the seeing other planes spell, Kirktá saw a strange creature whose shape constantly shifted forms – one minute an insect, another a reptile, another a cephalopod, and so on – smashing up the bits of the plug.
Grujúng felt the time to act was now. He leapt into the room, weapon drawn. His appearance drew the attention of the creature, which flew/crawled/ran toward him, shifting between its various forms. He could not see it, however; its otherplanar nature made it largely invisible to normal sight. Nevertheless, as he felt its presence, he swung at it with his enchanted blade, striking it. For a moment, it phased into existence before disappearing again. Nebússa joined him, followed by his wife, Srüna. Soon, the other characters joined them. Nebússa, using the sword of the Ancients he acquired some time ago, likewise struck at the beast. Srüna, however, cast a spell of paralysis, which – surprisingly – worked, freezing the creature in place. The others then made short work of it. Upon its destruction, it faded away, as if it had never existed.
Thursday, September 25, 2025
Dhich'uné is Dead
The penultimate session of the House of Worms campaign wrapped just minutes ago, with the defeat of Prince Dhich'uné within the bowels of Avanthár. Next week will see the campaign conclude after ten and a half years.
Thursday, August 28, 2025
Campaign Updates: Catching Up
Lest anyone be concerned: all three of the ongoing campaigns I'm currently refereeing continue, but I simply haven't had the time to write any posts providing updates of what's happening in each of them until now. In fact, so many sessions have occurred since my last update that this post is going to gloss over some of the finer details in the interests of brevity. I suspect few readers will mind. However, if there's something that's unclear or about which you wish to know more, leave a comment and I'll do my best to answer your query.
Barrett's Raiders
Dolmenwood
House of Worms
Saturday, July 19, 2025
Campaign Updates: Ghosts of the Past
Barrett's Raiders
Dolmenwood
House of Worms
Thursday, July 3, 2025
Campaign Updates: Into the Woods
Barrett's Raiders
Dolmenwood
House of Worms
Tuesday, June 24, 2025
The Petal Throne Has Thorns
Recently, I sent a message to the players on our House of Worms campaign Discord server. It was, in essence, a warning.
This is not meant to frighten anyone.
Now that I've succeeded in frightening everyone, here it is: From this point on in the campaign, the gloves are off.
By that I mean, we're nearing the End and that means anything can happen, including characters dying. Obviously, there are means to bring them back cough, *cough, cough Aíthfo* but there's no guarantee of that, especially given how things are going. I bring this up only because I'm committed to the campaign's conclusion being a tense and uncertain one in every way. Though I've never held back in letting the dice fall where they may *cough, cough, Aíthfo*, things may nevertheless get even nastier than they ever have before and I feel an obligation to remind everyone that no one has Plot Armor.
Have a nice day. 😊
It’s a bit tongue-in-cheek, but the underlying message is serious: after more than a decade of weekly play, the House of Worms campaign is approaching its conclusion. The characters, most of whom have been in play for years, are not guaranteed a happy ending, let alone a heroic one. They can fail. They can die. They might even die pointlessly, offhandedly, from a bad roll at the wrong moment.
That’s all par for the course in a proper old school RPG campaign, of course, but I felt compelled to remind the players. As I’ve likely said many times over the years, House of Worms is light on dice rolls outside of combat and combat itself is rare outside the underworld. Most sessions consist almost entirely of roleplaying in one form or another and the players are very good at it. More often than not, they resolve their problems through conversation, manipulation, and clever schemes rather than through swordplay or spellcraft. Much as I love that – and I do, given my longstanding dislike of combat – I sometimes worry it’s made them a little too comfortable. A little too safe.
From what I read online and have sometimes even observed "in the wild," there's a tacit expectation in a lot of contemporary gaming circles that player characters are protagonists will, therefore, reach the end of a campaign. They might suffer, they might be scarred, but they'll get there. There's an implicit contract between referee and player that, so long as you show up and play your character, you'll at least survive to the final scene. Old school play usually doesn't work out that way and, at least in my interpretation of it, Tékumel especially doesn’t work that way.
Tékumel is a setting where the gods are real, inscrutable, and often indifferent. It's a place of Byzantine scheming, hidden pacts, and ancient horrors. A misplaced word or an ill-advised alliance can unravel everything you've worked toward – and that’s glorious. As I conceive it, a Tékumel campaign should end the way it began: full of mystery, danger, and unpredictability. There's n script; there’s no "true ending." There's only what the players do and what the dice say about it.
I've always tried to referee the House of Worms campaign in a way that respects the players' choices – as well as the consequences of those choices. That doesn’t mean I'm out to kill their characters for shock value or for sport. However, it does mean that no character is safe just because they’re "important." If anything, being important only puts a larger target on a character's back. Indeed, that's been the pattern of this campaign since its inception in March 2015: each time the characters succeed, there's been an escalation in the stakes and the strength of the opposition. Where once they contended with local matters of small moment, now they're at the very heart of an imperial succession crisis, one that involves not just earthly power politics but the machinations of gods and demons.
In playing House of Worms, what I’ve come to appreciate most about it and, by extension old school RPG campaigns more generally, is their fragility. There’s no safety net, no rewind button. The stakes are real and when the players realize that, when they know the character they've played for literally years could disappear into the void at any moment, the impact on play is considerable. That’s when the game transcends mere mechanics and becomes something else: a shared experience of genuine risk and reward.
So yes, the gloves are off, but they were never really on to begin with.
Monday, June 23, 2025
War!
That's why I'm turning to you, my readers, for thoughts and suggestions on how you have handled wars and large-scale battles in your roleplaying game campaigns. What rules or approaches did you use and how well did they work? Did they mesh well with the RPG you were playing? I'm honestly curious about every aspect of this question, since I have such limited experience with it in my own campaigns and would appreciate learning from those of you who've successfully incorporated mass combat into yours.
That said, I should make a few things clear about my own preferences as a referee. Between my dislike of combat as an activity in itself and my feeling that most RPGs have too many rules, I have a natural aversion to any kind of mass combat system that plays out like a wargame. If I wanted to play a wargame, I'd play a wargame. What I want – and this may be impossible – is a solution that doesn't require me or the players to learn a whole new set of rules to simulate their characters' involvement in a big battle. Additionally, I'd like for what the characters do to have an effect on the outcome of the battle, even if they're not directly involved in everything that happens. I realize this is likely asking a lot, but I have lots of smart and knowledgeable readers, so maybe one of you can point me in the right direction.
To date, the only RPG I've ever played that had a decent set of mass combat rules was Pendragon and, even there, I wasn't wholly satisfied with the results. The main virtue of Pendragon was that the participation of the player characters still used the standard combat rules and the results of their individual battles had some impact on the final outcome of a larger fight. I didn't have to keep track of lots of wargame-y rules to adjudicate the battle satisfactorily. That's more or less what I want here, though, as I said, I may be asking for too much.
Your thoughts on this matter are thus greatly appreciated.
The Battle of Béy Sü
From an address by Prince Eselné Tlakotáni to his legions on the steps of the Palace of War just prior to commencing their assault on the Temple of Sárku (13 Fésru 2360 A.S.):
"I will not lie to you. This path I have chosen leads into fire. There will be war. Blood in the streets. Temples razed, banners burned, clans shattered. I do not deny it: I expect it."
"But we must walk it anyway."
"For too long, we have whispered that Tsolyánu is 'eternal,' not because she is strong, but because we fear what will happen if she changes. We call her 'timeless' when what we really mean is stagnant. We call her 'harmonious' when what we really mean is choked. We call her 'pious' while we let the temples devour her from within."
"We have smoothed over every fracture with ritual. Buried every danger beneath scrolls. We’ve let the high clans rot behind lacquered gates and the bureaucrats nest like syúsyu-lizards in the rafters of the Golden Tower. And when the choosing of an emperor becomes not a moment of clarity, but a pageant of manipulation, then we are no longer ruled by 'tradition.' We are ruled by cowardice dressed in antique finery."
"I am not a reformer. I am not a philosopher. I am a soldier. I know what war looks like — and still I choose it."
"Béy Sü is nearly four hundred years overdue for Ditlána. Every brick in this city knows it. But perhaps it is not just Béy Sü that must be razed and reborn. Perhaps the whole Empire must be broken, so it can live again."
"If that is madness, then better a madman with clean hands than another schemer who calls ruin peace."
Campaign Updates: Two for the Road
That "real life" thing that I'm sure everyone has heard of does indeed exist and it's been keeping me busy over the last few weeks. It's apparently been doing the same thing to a lot of my players, too, hence my current campaigns have convened fewer times than I had hoped. Nevertheless, we did play several sessions of both Barrett's Raiders and House of Worms. Dolmenwood, alas, remains in a brief stasis; with luck, it will resume this week. In the meantime, here's the latest news from both Fort Lee, Virginia and Béy Sü, Tsolyánu: