Wednesday, June 5, 2019

Chromatic Soup 03: The Sunset of a World


I decided to post the articles of Chromatic Soup 03 on my blog to motivate me to finish this project. I will try to compile everything into a zine afterward.


The Sunset of a World.

The gods are sunsetting their pantheons and the world. Free from their alignments, people and monsters are evacuating together. To reach new worlds they have to migrate across near infinite astral plains.

As the gods leave the world, no one is there to maintain the celestial spheres and the forces that run the world grind to a halt. Law and Chaos being gone, the world calcifiate and crumble into the void.

On their way out, the gods left the gates to the astral plains wide open. Passageways that were only accessible to the gods are now usable by all. People, creatures and monsters use old and new means to leave the world before the crumbling sun forever set beyond the horizon.

Creatures devoid of senses spill through cracks of the celestial spheres and harass those who linger in the dying world. In the astral plains, people and creatures assemble themselves into caravans, as they journey through the ever changing silvery landscape they encounter strange phenomena, creatures born between the worlds and other refugees. Along the way they must halt and take refuge in pocket worlds to rest and replenish their provisions. These unfinished worlds are too limited or dangerous, the caravans most venture again and again in the astral plains, their only true hope is to find a fully formed world.

Inspirations: The Banner Saga, Oregon Trail, and other stories about long migrations. Also the G+ sunsetting...

Setting up the campaign.

Start the campaign in a settlement, people are packing up, even local creatures and monsters are getting ready to leave. There is a lot of rumors going around about different means of escape.

Setup a short point crawl that point toward different means of evacuating the world. There should be one in the current settlement and rumors should point to maybe 2 to 5 other means of evacuation.

Other means of evacuation are 2d6 points aways.
  • Travelling on foot while being encumbered or slowed down let you travel 1 points a day
  • Travelling on foot without hindrances let you travel 2 points a day
  • Caravans let you travel 3 points a day
  • Horses let you travel 4 points a day
Roll one dying world encounter for each days of travel. 


Setup exemple:


The first settlement

Give it a descriptive name like Calendra the Bright City and ask each players 1 or 2 questions about the settlement…
  1. How it was to grow up there?
  2. Who are you anxious to rejoin there?
  3. Who do you fear is waiting for you?
  4. What landmark you hope to see one last time?
  5. Which district is best to avoid?
  6. Tell me about when the city guard arrested you...
  7. What part of your life did you leave there?
  8. What local product or service do you remember foundly?
  9. Who own you big time there?
  10. What local cult or organization you always avoided?
  11. What or who do you hope to see ruined before escaping?
  12. Tell me about how you learned your craft here…
There is a local mean to leave the world here but people are crowding and camping around it, waiting for their turn to leave. Waiting without creating trouble for your turn to leave will happen after 1d6 settlement encounters. Naturally characters can try to find ways to cut the line.

You can also use the settlement encounters to note the passage of time when the characters do other things beside waiting in line.

Settlement encounters (d12)
  1. Riot: people are demanding something or maybe they are just panicking, the city guards are trying to prevent the riot but things are quickly getting out of hand.
  2. Plague: people are sick but they fail to die as the plague goddess have already left, sick people implore her priestess for a quick death. Plague doctors are failing at finding a cure. Plague bearers are forced to wear something special to identify them.
  3. Refugee arrival: a large caravan of refugees from a near city or a distant land are arriving in the already overcrowded city.
  4. Carnival: people are cheerfully celebrating the end of the world, having a great time, this can naturally easily degenerate in complicated situations.
  5. Doom cult: a doom cult is conducting rituals or building strange devices to try to summon the gods or to accelerate the end of the world.
  6. Monsters: a large monster or a group of strange creatures are looking for a caravan to join.
  7. Serial killer: someone lost it and decided to reduce the population, to get rid of priests, to celebrate death, etc.
  8. Hero or Demigod: a depowered divine hero or demigod is trying to help people or is failing at remaining incognito.
  9. Rich people trying to buy favors and privilege: some have a retinue of guards or servitors other are maybe more desperate. 
  10. Violence and vandalism: people are toppling down landmarks, breaking in shops, defiling temples, beating up guild members or nobles, etc.
  11. Someone looking for a lover, friend, pet, child or parent or someone ask to be hidden.
  12. Rift: a unstable rift that lead to the astral plains or to the void. People are afraid, astral or void creatures may emerge from it.
Dying world encounters (d12)
  1. Celestial engine: reality is crumbling down and gigantic gears and mechanical parts can be seen in the sky or emerging from the ground or from other elements. The minor spirits who were in charge of maintaining them are camping around them, they are slowly dying, some are still trying to do their duties, other are simply awaiting their final fate.
  2. Calcification: a part of reality turn grey, freeze and calcifiate. Calcificated things are very friable, some void beings feed on calcificated matter.
  3. Dying divine servitor: cut from their life force, a majestic or terrifying divine servitor is slowly dying or calcificating and crumbling to dust. Finally free to be individual, some stop serving the principles they embodied, while other desperately try to uphold them.
  4. Natural phenomena grinding to a halt: a river stop running, a fire fail to burn, clouds stops. rain stop in midair, etc.
  5. Human refugees: a group of human refugees from a near city or a distant land are looking for a refuge, a caravan or a mean to escape from the world.
  6. Bandits: these people don’t get it, they think that they can survive here by praying on refugees and caravans.
  7. Monsters: a huge monster or a group of strange creatures are looking for a refuge, a caravan or a mean to escape from the world.
  8. Scavenging opportunity: a abandoned building or things left behind.
  9. Doom cult: a doom cult is conducting rituals or building strange devices in the wild to try to summon the gods or to accelerate the end of the world.
  10. Divine husk: a god left it divine husk behind, like a calcificated molt. Cultists are using it as a refuge, void worms will soon arrive to devour it.
  11. Clueless people, adventurer or monster who did not catch that the world is ending.
  12. Rift: a unstable rift that lead to the astral plains or to the void. Astral or void creatures may emerge from it.

NEXT: Means of escaping the dying world.

Monday, May 27, 2019

Keyed version of the map from Lacustres.

I was thinking of doing a more gameable version of Lacustres but I never finished it. I am sharing you what I wrote, in case that you would like to use it with the zine. (there is also a free PDF version in my side links)

The Lake
  1. Abandoned Hunting Lodge, cursed trophies, one random recipe.
  2. Quiet River, encounters are more peacefuls, strong current. 
  3. Birds Island, lair of small birds and the elder bird (+2HD).
  4. Shallow Beach, a bit more chances of making random encounters.
  5. Dark Forest, nearly no sunlight, encounter are more creepy.
  6. Gentle Whirlpool, lost rowboat with a bird nest in it, baby bird can be kept as pet.
  7. Algae Forest, lots of tiny fishes hiding among the algaes, good for aquatic ambushes.
  8. Dead Forest, giant insects (+1HD).
  9. Old Daddy or Mommy, roll a d12 on the random encounter table, this monster is unique, old and very wise (+2HD).
  10. Tombstone Island, lonely 2HD undeads and a forgotten treasure.
  11. Algae Island, sentient algae colony, guard a shipwreck for sentimental reasons.
  12. Cattail Beach, tasty cattail, heal 1d4 HP when used to prepare food.
  13. Hag Cave, recipes book contain 4 recipes, d6 cursed talking skulls.
  14. River Dam, made by a random monster (roll d12 on encounter table).
  15. Islands Delta, long poles with trinkets, some are protection charms.
  16. Fisherwomen Family, all women, husband was transformed by the Hag into a monster.
  17. Forbidden River, haunted (charms from #15 protects against ghosts)
  18. Bushes, eerie wind chimes, tiny people and a cursed giant badger.
  19. South River, giant storks (+1HD)
  20. Swamp Tree, strange fruits that give visions and may have other side effects.
  21. Haunted Mountain, old ogre hermit who make ghost sounds to scare people away.
  22. Grass Beach, good hiding place, old crab who weave baskets and put shells in them.
  23. Beached monster, larger specimen (+1HD) roll a d12 on the random encounter table.
  24. Good Fishing Spot, gain advantage when fishing here, fisherwomen from area 16 sometimes fish here.
  25. Moles Hills, crafty giant moles hunt nasty but tasty evil worms.
  26. Lake Weather, roll a random weather that affect the whole lake for d6 days.
  27. Lost Dog, a big friendly dog (3HD) guard the remains of his old master.
  28. Buried Treasure, multiple exploratory holes awakened something that burrow.
  29. Poachers Trail, bandits who hunt lake monsters to sell their body parts.
  30. Burrows Hills, complex network of abandoned burrows big enough to crawl through them while walking on all fours.
Aquatic or shore encounters (d20) 
1 to 12. Lake monsters (in page order)
13. Fishes and mollusks
14. Amphibians and crustaceans
15. Birds
16. Mammals
17. Insects
18. Special algae
19. Wreckage or carcass
20. Lonely fisherman (or ghost)

Land Encounters (d10)
1. Mollusks or snails
2. Amphibians and crustaceans
3. Birds
4. Mammals
5. Insects
6. Special flora
7. Abandoned camp or trash
8. Group of bandits (d6)
9. Hunter or woman gathering herbs
10. Lonely traveler (or ghost)

Lake weather (d10) last d6 days.
  1. Soft rain and distant thunder
  2. Heavy rain and close thunder
  3. Hail (last d6 hours only)
  4. Fireflies or whispering will-o-the-wisps (last d6 hours only)
  5. Small lightning balls slowly drifting over the water (last d6 hours only)
  6. Muddy or troubled water, some dead fishes and debris, things are too quiet...
  7. Faery fires and wind chimes or tiny bells (last d6 hours only)
  8. Light breeze and soft waves (lots of birds)
  9. Windy with big waves
  10. Sunny and calm, clear water (but lots of bugs)

Wednesday, May 8, 2019

Micromaiden Spirit Grid

I want to eventually expand my cyber dungeon and publish a zine that include the random tables I used to generate the rooms descriptions. If you try to play with it, give me some feedbacks, it could help me for the zine version.



Monday, April 1, 2019

d6 strange cyborgs

I drew these guys for my Patreon. Since I am too busy working on commissions I changed a bit my approach for my Patreon, what I do now instead of working on zines is that I often draw sets of characters or things that my patrons can freely use for their blog, games, zines or other publications.

I eventually want to get back to doing zines as I have multiple work in progress that are well advanced, but right now I am too low on money and I need to focus on drawing commissions.

So if you want to use some hand draw random tables, join my Patreon at 1$ or you can also simply follow my Patreon as once in a while I post stuff for everyone.

https://www.patreon.com/evlynmoreau


Tuesday, March 12, 2019

PDF versions of my zines

I have put all of my "old" zines in a sharable folder, this include some extra stuff like the doodles map.

https://drive.google.com/drive/folders/15uisPoVVbS2ztNHSmkrkn4-YQ7r-HAzE?usp=sharing
(The link is also listed on my blog's navigation bar on the right)

The only thing missing are my zines printed in colors that I may still sale in PDF forms: Paper Biome, Doodles Temple and The Doodles Factory in the Skies.

Sunday, March 10, 2019

Potoo Island's building blocks

I am taking a break from drawing to work a bit on Potoo’s Island.

So this project is partly based on a joke and on a dream, I don’t really know where I want to go with this, I only know that I love potoo birds and that I want to craft something fun and strange based on them.

So I did some researches on the potoos and I took a good quantity of notes. I want to do something with the legend about the potoo being the spirit of a woman who fell from the moon and who call her moon husband at night.

Since I have no clear directions, I will begin by generating encounters to populate the island and then I will try to make sense of what will emerge. I will try to use the monsters building blocks method I posted earlier.

My building blocks will be things related to the potoo and the island.

Building blocks (d8)
  1. Potoo bird 
  2. Bugs (beetles, moths, grasshoppers and termites) (preys) 
  3. Small birds (preys that potoo swallow whole!) 
  4. Falcon (predators) 
  5. Monkey (predators) 
  6. Shipwrecked humans (who probably messed up the balance or ecology of the island) 
  7. Rotting wood, tree stumps and mushrooms (thing that potoo camouflage as) 
  8. Something fallen from the moon or the sky (reference to the legend) 
I also wrote some monsters archetypes to combine with the building blocks.

Encounter types (d12)
  1. Sentient humanoids 
  2. Mutated specialist function 
  3. Strange chimera and hybrids 
  4. Wild or primordial beasts (ancient ones may speak) 
  5. Spirits (linked to a element or concept) 
  6. Guardians (linked to a special location, gain advantage or power from it) 
  7. Corrupted, cursed or undead 
  8. Monstrous hoarder (accumulate stuff) 
  9. Mimics, shapeshifters 
  10. Deforestation, destruction of the environment 
  11. Influenced or affected by a other building block (like falcons trained by humans or a ancient potoo spirit who hate humans) (Roll a d10 on this table to determine archetype and d8 on the building blocs table to determine relation) 
  12. Roll two d10 on this table and mix the results, double result give a unique champion encounter with +1HD) 
I also crafted a random table that spotlight traits or aspects of the potoos. I will roll on this table when I need inspiration.

Potoo's aspects (d10)
  1. Big eyes 
  2. Big mouth, eat things whole 
  3. Eerie call, induce fear or sadness 
  4. Camouflage 
  5. Stillness (or the need to avoid movements) 
  6. Nocturnal, sleepy or lazy during day 
  7. Eat insects and small birds 
  8. Don’t hunt on the ground, mob defense 
  9. Mate for life and lay a single egg, camouflaged hidden egg. 
  10. Can be cartoony or spooky
I will probably start by generating creatures for each Hit Die I want to feature on the island. Then I will assign HD to areas of the island and craft random tables around these.

My template will probably be something like:

Area HD (d6)
  1. Encounter from area’s HD 
  2. Encounter from area’s HD 
  3. Encounter from area’s HD 
  4. Encounter from lower HD 
  5. Encounter from +1 HD 
  6. Encounter from +2 HD 

I will post next what I will have generated with these tables.

(cartoony)

(spooky)

Wednesday, March 6, 2019

Evey's book about scarabs magic

If you missed it, check out Evey’s publication about scarabs magic.
Look Beyond the Angry Eye of God, Heathen is available as pay what you want on One book shelve: https://www.rpgnow.com/product/259196/Look-Beyond-the-Angry-Eye-of-God-Heathen

Evey is one of the voices that I hope people will nurture in this new hopeful cycle of old school gaming. She is a bit gross at time (her alignment being cute-gross) but she is also very sensitive and 
her raw and vibrant art is constantly mutating and evolving. 

Remember my old campaign concept about playing a coven of witches using only a specific set of spells? You could totally play that with a coven of witches who secretly studies the books of scarabs. Or if you prefer something more fantasy, the scarabs magic coud be a good fit to use with the Spinetooth Oasis.



Tuesday, March 5, 2019

Slumber City


This is a contribution for a city generator project that Anxiety Wizard is working on.
Anxiety Wizard generated this map using his system with my city set: 



Slumber City
A long time ago, to repel a large invading force, the mages of the city casted a powerful mass sleep spell, they lost control of the spell and now it essence is bound into the city itself. The city now stand at the edge of the waking and slumber worlds.

Truths
  • Slumbering: because of the sleep essence infused in the city, people are often dozy and regularly fall asleep, sleeping is greatly respected, waking up someone is badly view.
  • Slumberland: the city coexist in the Slumberland, people who fall asleep in the city continue their daily routine in the Slumberland. Work in the Slumberland is considered on the same level as working in the waking world. The farther you venture beyond the city walls the more strange and alien the Slumberland become.
  • Sleepwalkers are people who are stuck between both world, they exist in both and do everything in a sleepwalking mode, it is hard to communicate with them in either worlds.
  • Architecture: baroque and highly influenced by the strange architecture of the Slumberland. There is a lot of import and export between the two worlds. Sandmen do most of the import and export as they can physically travel between both worlds. Dreams gates can also be summoned but are unstable.
Landmarks d10
  1. Gigantic rock carved in the shape of a sleepy moon.
  2. City hall build with meteorites stones imported from the slumber world
  3. Clockwork dome containing mechanical spheres following the movement of the planets and the stars.
  4. Giant clock tower that stopped after midnight, strange events sometimes cause the big needle to advance.
  5. Multi story baroque hostel made of beds
  6. Slumber sanitarium for the sleepwalkers, immense marble hallways and high coloms.  
  7. Quiet lake always reflecting the night sky. Dream creatures can be spotted at night.
  8. Royal statues of the sleeping royalty, sleeping beauty style, gigantic sculpted bed.  
  9. Giant hourglass building with stairways and offices.
  10. Gigantic sleeping monster, felt asleep while invading the city. It dreamself is tiny.  

Neighborhoods d30
  1. Sleeperhood, everyone felt asleep during their daily routine. People are paid to take care of them but it is forbidden to move them.
  2. Sweet dreams hood, sleeping here give better dreams, higher priced.
  3. Nightmares hood, sleeping here give bad dreams, low rent.
  4. Boring dreams, sleeping here bring super boring dreams. People develop odd habits.
  5. Houses for insomniacs, shunned or pitied by everyone. Paid by city council.
  6. Bed crafters guild and prestigious families.
  7. Hypnotists convention, lots of little shops.
  8. Secret coffee shops, operate like speakeasy.  
  9. Sandmen neighborhood. Mysterious but friendly, locals avoid them.
  10. Cats neighbors, own houses. Waking a cat is a crime.
  11. Dreams selling market, dream gates summoners, sandmen unwelcomed.
  12. Runaway dreams and Slumberland refugees. Spontaneous dream gates.
  13. Dreams theater, lot of artists, opium cafe, bordello.
  14. Dream powder makers. Lots of bakeries.
  15. Clockwork craftsmen, lots of clocks and mechanical hourglass.  
  16. Academic neighborhood, occult psychology, Slumberland history, astronomy.  
  17. Astronomers, every houses have a telescope. Night lights are forbidden
  18. Swarm of fireflies, some large ones are sacred, fireflies temples.   
  19. Silent neighborhood, noise is forbidden, lots of pianists (who work elsewhere).  
  20. Sleepwalker’s families are honored and their house are decorated.
  21. Painted shadows on walls. Old woman’s shadows shop. Orphans shadows catchers.  
  22. Nocturnal birds market, elaborate cages. Best pillows and mattresses.  
  23. Moon masked people own shops, sell selenites goods and services.
  24. Windowless houses, people avoid each others. No one speak of their dreams.
  25. Best Paprika spices, exported in the Slumberland.
  26. Best lanterns crafters and candle makers, frown upon torches.   
  27. Force sleepwalkers to wear tiny bells and coloured ritual outfits based on a slumberland monster that haunt the neighborhood.
  28. Pyjama market, import silk from the Slumberland.
  29. Statues of famous sleepwalkers and Slumberland creatures. Sculptors are highly respected and feared.  
  30. Street lamps lighted by a single person who is treated like a king.

Encounters d100
  1. Sleepy people disturbing circulation or activities because of their sleepiness.
  2. Chain sleep: 1d6 people fall asleep, on a 6 roll a other d6.
  3. Someone try to exploit or steal from a sleeper.
  4. 1d6 sleepwalkers interacting together.
  5. Faded dream self of someone stuck in the waking world.
  6. Someone thinking they are still in Slumberland (or the reverse).
  7. Helpful or simply pleasant dream creature from a sweet dream.
  8. Someone being tracked down by their nightmare (real or imaginary).
  9. Someone having too many boring dreams and being full of strange ritualistic habits.
  10. Insomniac begging for dream powder
  11. Bedcrafters guild members delivering a masterwork bed
  12. Bedthiefs heisting a bed, working for the thief guild.
  13. Pillows fight, bystanders are horrified for the pillows.
  14. Bed crafters apprentices offering their services to repair beds.
  15. Depressive Hypnotist, their hypnosis always go wrong in some manner.  
  16. Random people under the control of a criminal, delusional or rogue hypnotist.
  17. Coffee beans dealers making a secret delivery or city guards looking for coffee beans accompanied by a coffee sniffer.
  18. Sandmen speaking their sign language or smoking colorful pipes.
  19. Sandmen tracing a dream gate using colored sand.
  20. Sandman kid, mother or elder observing the characters.
  21. 2d6 cats holding council.
  22. Cat with human condemned to serve them for 1d6 moon cycles for waking them.
  23. Old cat lady under the cat council’s protection.
  24. Dreams sellers trying to catch a escaped dream or nightmare.
  25. Someone asking a refund from a dream seller
  26. Dream sellers bullying a lone sandman
  27. Runaway dream creatures in need of help or hungry.
  28. Dream mage and their entourage headed to summon or stabilize a official dream gate.   
  29. Guards cleaning up a sandmen’s dream gate. (removing the sand).
  30. Lonely dream or nightmare lost in the big city
  31. Family of Slumberland immigrant searching for a place to settle.
  32. Spontaneous dream gate, very unstable. May lead to bad dream weather.
  33. A small dream theater performing in the streets, one of the performer is interested by one of the PCs
  34. Misfit group of rogues delivering opium.
  35. Sleepwalker teenager running away from a local bordello.
  36. Dreamworker selling their erotic dreams for cheap.  
  37. Street painter who can paint your dream self or even alter it if you are willing to visit their workshop.
  38. Orphan having stolen a dream powder loaf of bread
  39. Oh! Oh! A dream powder application or delivery accident, save vs sleep!
  40. Someone consuming dream powder to fall asleep.
  41. Dreampowder gang using custom powder to steal from people.
  42. Jovial dreampowder apprentice bakers offering sample pastries decorated with dreampowder sugar.
  43. Orphans working as clockwork oilers, some of them are still very clumsy.
  44. Clockwork construx, may be sentient and sad for not being able to dream.
  45. Clockwork construx, malfunctioning, damaged or rusted.
  46. Clockwork merchant driving a wheeled stand, sell tiny clockwork pets and devices.
  47. University students, stressed or distracted by their studies or assignments.   
  48. Lonely student being bullied by… (roll again on this table)
  49. Teacher of (d6) in need of assistance: 1) occult psychology, 2) Slumberland history, 3) celestial astronomy,  4) dream botany, 5) sleep chemistry, 6) clockwork mechanic.
  50. Students distributing their newsletter or journal.  
  51. Passionate astronomer trying to install a telescope in a unusual location.
  52. Lunaphiles offering to tell your lunar horoscope
  53. Mercenaries hired by a biter astronomer to dismantle street lights and other source of light pollution.
  54. Out of control light devouring creature summoned by a cabal of occult astronomers to fight light pollution.   
  55. Swarm of large fireflies, may follow adventurers for the night
  56. Procession of fireflies worshipers with beautifully crafted lantern and fireflies jars.
  57. Giant firefly hunting moths and smaller fireflies.
  58. Firefly mimic using her light to attract a human mate.
  59. Swarm of large moths or other nocturnal insects.
  60. Large dream powder moth, grumpy and don’t want to be disturbed.
  61. Mothman drinking from dreams.   
  62. Pianist needing help moving their piano.
  63. Members of the Silence Guild trying to keep people quiet so that people can peacefully sleep.
  64. A lone sleepwalker try to join the group, it is hard to communicate with them but they are a good team player.
  65. The family of a sleepwalker take good (or bad) cares of them, some people give them offerings (or tax these offerings).
  66. People respecting, pitying or mocking a busy sleepwalker.  
  67. A drained shadowless person desperately try to stand in the shadow of other people.
  68. Escaped shadows playing, running, crying or hunting in the street.
  69. Shadow catchers kids tracking down rogue shadows.
  70. Shadow grabbers stealing shadows from tourists.
  71. Large nocturnal bird spying, hunting, guarding or delivering something.
  72. Bird catchers delivering a rare nocturnal bird or trying to catch one.    
  73. Large sentient nocturnal bird, talkative during the night and dreaming during the day.
  74. Moon masked people doing business in sign language. (1 chance on a d6 of this being about something occult, criminal or romantic).
  75. Sélénites, tall alien inhabitants of the moon, speak only in sign and phases language. Probably tourists or scholars but there is a chance on a d6 that they have some occult, criminal or romantic goals.
  76. Grotesques moon beasts buying merchandises, eat dream beings and despise Sélénites.
  77. Veiled agoraphobe looking for shelter.
  78. Paranoiac person scared of imaginary dream beings.  
  79. Contagious dream or nightmare that spread like the flu.
  80. Paprika imbued dream mage. Protect dreamers and dream beings, helpful but fear their own past trauma or self doubts. Friendly with sandmen.   
  81. Merchant delivering paprika peppers to a spice maker. May be targeted by pepper thiefs or small dream beings who love the taste of pepper.   
  82. Street dealer selling paprika spice cut with dream powder or dream sand.  
  83. Fully geared professional lantern keeper offering their service. Full refund if their lantern ever extinguish.   
  84. Magic lantern hanging in some strange location, it prismatic light have strange magical effects.
  85. Garden of candles full of oddly shaped candles and moon cakes offerings, dream sprites like to hang out here but there is a chance on d6 that the garden hide a wax homunculi or a corrupted dream being (that devoured the sprites).
  86. Sleepwalker brightly costumed as the bogeyman monster.  
  87. Slumberland bogeyman in search of a lone prey, the bogeyman is sacred and no one want to hurt it.
  88. Spontaneous monster festival because someone spotted the bogeyman, people wear grotesques masks and paint grotesques effigies on their doors.   
  89. People having a open door pyjama party, everyone are welcomed if they wear a pyjama.
  90. Someone wearing a impressive tailored pyjama or a custom self made one.  
  91. Old person transporting a large collection of colorful cloth ballots on their back.
  92. Silkworm people delivering their goods, may be targeted by silk thieves, silk eaters or worms hunters.  
  93. Strange sculpture, oddly disturbing or calming.
  94. Sculptor, feared and respected for their strange powers stolen from the Slumberland.
  95. Animated sculpture doing a task for a sculptor, silent, strange movements.
  96. Decorated streets lamps, local people are cheerful and more friendly.
  97. Street lamp lighter, respected chosen one, geared to ward off light devourers and shadow beings that are maybe stalking them.  
  98. Street lamp hosting a colony of life draining glow wisps.
  99. Sleepy mage specialized in sleep spells. Work for the city mage guild, apprentices may be assigned to the city watch.
  100. City watch investigating a recent serious crime. May use a sleep mage or a sanctioned sleepwalker detective.