Meditations

From the tea stained desk of a sencha wizard


A Short History

A long, long time ago in a city in the middle of the US, my brother made up a whole slew of characters involving magic and immortality. He then proceeded to compose a series of short stories highlighting these characters, divided into the good and often altruistic Order of Wizards and the evil Archmage and his horde of immortal, magic slinging followers.

He was 16 at the time.

Fast forward 2 years later and I was tasked with creating an AD&D 2e adventure. Frightened, and needing material fast, I asked my brother permission to use his world. Realizing there wasn't much available tabletop RPG-wise, I created a map and called the place “Dor Dagor”. The adventure? Destroy the evil Necromancer with the aid of the Order of Wizards.

It was 1999 and was well received.

Eventually, 25 years of games in the world had to come to an end. In this time, the evil demon-god Gornakh made its appearance, adding some flavor to the world, now named Aetheria.

Road to OpenD6

By this point, it had changed hands from AD&D 2e to D&D 3e to D&D 5e. However, for me, D&D had gotten stale. Whether the fantasy genre had gotten stale remains to be seen. However, a new generation of player had arrived: my kids. My daughter, at the time, was age eight and my son, also at the time, was age five. I needed a ruleset simplistic enough for them. D&D 5e proved tragic, especially with my son. Drawing upon the forces of “all the TTRPG rulesets hoarded” powers, I came across OpenD6.

It hit the spot.

Easy enough math for my son, who is very smart and knew how to add up some things at five and not too simple enough to bore both kids. Some quick and dirty conversions yielded Aetheria the OpenD6 RPG.

Sharing Circle

So, it is my pleasure to share with you the draft Aetheria book. Previously, it was for sale, but is not doing well in the market. However, this doesn't matter to me.

Enjoy!

“Spies Like You” introduces the idea of a “Spy” in the modern sense of the word. There are different kinds, and this custom class for ICRPG hopes to bring the exact feel to character construction. To construct your character, just walk down the list of Starter “thing” and add it to what's already provided by the ICRPG creation setup!

Starter ABILITIES

Choose 1 ABILITY.

Demolitions: Usable once per day. For an ENERGY DAMAGE ATTEMPT using an explosive, the character adds +2 to the ATTEMPT.

Stealth: Upon a successful DEX ATTEMPT for Stealth, a character controls their movements and breathing to silently move about until discovered. It may not be attempted with good or better lighting.

Guns: Usable once per day. For a GUNS ATTEMPT, the character adds +2 to the ATTEMPT.

Starter LOOT

Choose 1 LOOT.

Laser Sight: The character attaches to a gun and adds +2 to a GUNS ATTEMPT while using the weapon.

Remote Control Kit: One usage. An explosive can now be detonated remotely to a maximum of 30m.

Sneaky Shoes: While wearing Sneaky Shoes, the character adds +2 to a Stealth DEX ATTEMPT.

Milestone ABILITIES

Awareness: On a successful WIS ATTEMPT, a character will be aware of their surroundings.

Cipher Manipulation: On a successful INT ATTEMPT, a character will decrypt a cipher or encypt using a cipher to their advantage.

Communication Manipulation: On a successful INT ATTEMPT, a character will change a communcations mechanism to their advantage.

Data Manipulation: On a successful INT ATTEMPT, a character will manipulate data in any fashion.

Disguise: On a successful CHA ATTEMPT, a character assumes a disguise.

Escapist: On a successful DEX ATTEMPT, a character escapes a trap.

Gadget Usage: On a successful WIS ATTEMPT, a character uses a gadget, regardless of a lack of familiarity.

Gambling: On a successful CHA ATTEMPT, a character succeeds in a gambling game.

Preparedness: On a successful INT ATTEMPT, a character has prepared for the given situation.

Travel Sense: On a successful WIS ATTEMPT, a character knows their direction or distance.

Mastery

Demolitions Expert: A character knows how to get the most out of explosives and adds +2 to the TARGET when anyone attempts to disarm one of their explosives.

Stealth Master: A character is in either a comfortable or an uncomfortable posture for 1d6 ROUNDS and remains undetected while using Steatlh.

Weapons Expert: A character knows how to get the most out of weapons and adds +2 to EFFORT while using a weapon.

Made with love using Emacs, 🍵, and other things.

Spies Like You © 2026 by William Moore is licensed under CC BY-SA 4.0.


Money is used to purchase things and is described in the table below. The most basic coin is the denarius (plural: denarii). The next coin up is the solidus (plural: solidi). Finally, the largest is the lira.

Name Amount
1 lira (£) 20 solidi
1 solidi (s) 12 denarii (d)

Each setting has different quantities of money and how much is available based on their station in society.


Paradisio is all-inclusive resort is located on an island paradise! Here you’ll find beautiful people, including yourself, buying drinks (sometimes for another) and enjoying the atmosphere. On the north and west sides of the resort are resort housing. On the east side is the small cove where the beach is. On the beach, activities, such as kayaking; surfing; and swimming with all sorts of toys imaginable, take place. However, be careful! A shark or some other sea life just might find it’s way into the cove and run amok. On the south side are the resort staff buildings and the restaurants.

Paradisio is a setting for the bake of FudgeRPG called Sencha Fudge.

Locations

There are a few places of interest in Paradisio!

Activity Center: The large complex found on the southern side of the resort is home to many activities as well as restaurants, drinking establishments, and even a clubhouse.

Administrative Building: Located on the southeastern side of the resort, it is home to the administration activities of the island, such as the governance and front desk. It is rumored the Sheriff operates and lives there, too.

Casino: The casino has much to offer in terms of gambling. Blackjack, poker, roulette, or slot machines? It has them all. If gambling isn’t your thing, there are shows of all sorts going on three times a day, every day. It is found inside the Activity Center.

Cove: The cove has inviting, perfect temperature, blue-green water. In the center of the cove’s beach is a dock where boats are rentable. The beach has several chairs and umbrellas for the usage by guests.

Disco: Sometimes you feel like dancing! If you get the boogie feeling, this place is for you. Complete with a dance floor, seating, and a bar, it has everything one would need for partying. It is found inside the Activity Center.

Clothes Glamour: A self-proclaimed glamour shop for clothing run by Juliette Torino.

Commissary: The large restaurant is frequented by resort guests for the drinks and the all-you-can-eat buffet. It is plain, but with comfortable, padded chairs surrounding glass tables. It is found inside the Activity Center.

Pools: For those not wanting to be on the beach and swimming in the cove, there are swimming pools west of the beach. These elaborately designed pools are a wonderful sight to see.

Sandy Crab: A dank, dive bar with a ragged thatched roof. The owner is “Rosco”. Despite the dive bar atmosphere, it is quite popular. It is found inside the Activity Center. Stables: The resort offers horseback riding. As such, the horses need to go somewhere. Enter the lavish stables suitable for the king’s horse. It is found on the east side of the Activity Center.

Resort Clubhouse: If you need to work out, or just hang out, this is the place for you. Several exercise machines are available. Also, a juice bar is there always open to serve drinks to guests. It is found in the Activity Center.

Resort Housing: The guests all stay here. These are plain buildings but surrounded by various island plants, such as palm and coconut trees. As one goes further north, the more expensive the rooms.

Resort Mini Golf: There is a place to play mini golf. It has all sorts of cheesy statues at every putting green, complete with complicated means of getting the ball into the hole. It is found north of the Activity Center.

Vehicle Rental Shop: The shop has golf carts and bicycles for rent (for a nominal fee, of course). It is found on the northwest side of the Activity Center.

Persons

On Paradisio, there are a large number of interesting characters. For the purposes of brevity, only the top three stats are listed. The rest are assumed to be one.

Albert Carlington: Albert is the owner of the disco and patriarch of the Carlington family. He makes sure things go according to plan in his own little piece of the resort, including dealing with rowdy guests.

Chef Genevieve: Chef Genevieve is the executive chef in charge of the resort Commissary She decides on what foods are good enough for preparation for and consumption by guests. She also decides who can or can’t work in the Eatery.

Frederson James: Frederson is the owner of the Resort Mini Golf. His goofy personality draws people into the mini golf and stay for the games and drinks.

Generic “Wacky Pack” Grunt: A generic member of the “Wacky Pack”. They’re usually the one doing all the work for Robbie Nashville as far as setting up and designing the pranks.

Hal the Horseman: Hal the Horseman runs the stables. He is known to be fairly reculsive, rough, and not taking entirely too kindly to guff from guests.

Juliette Torino: Daughter of Sal Torino. She is a very pretty young lady who is in love with Oberon Carlington, despite the increased tensions it has created between the two families.

Oberon Carlington: The son of Albert Carlington. He is a tall, handsome young man who is madly in love with Juliette Torino. Because of this love, his father has nearly severed ties with him.

Robbie Nashville: Leader of the “Wacky Pack”. He loves to pull suspicious pranks on people with no bar too low for him.

“Rosco” Jenkins: The owner and proprietor of the “Sandy Crab”. Despite a gruff exterior and voice, he is actually a soft-hearted man.

Sal Torino: The patriarch of the Torino family. He is a average size and built man of average looks. Despite his average attributes, he is a cunning man who is not to be trifled with.

The Sheriff: Nobody knows her real name. What is known is she is “no nonsense” and tough on crime. She patrols the paths of Paradisio and keeps them safe.

Velocity Victor: Victor is the owner and shopkeeper of the Vehicle Rental shop. His straight-forward approach to business while closing the deal fast earned him the moniker “Velocity”.

Factions

There are some groups, called Factions, inside Paradisio. These factions may align or not align, depending on how your sessions are run.

Business Club: All businesses in Paradisio have an exclusive club they joined. Membership requires having some sort of business, even if it’s a push cart. During meetings, it’s mostly casual unless there is some matter needing attention. They meet weekly at the Resort Clubhouse.

Carlington Family: Originally from England, the Carlington family is one of the many wealthy families taking up a permanent residence in the resort and living the “high life” on the north side of Paradisio. Currently, they are in a bitter feud with the Torino family.

The Law: The Sheriff and her deputies make up the law men and women responsible for keeping the peace. In general, it’s pretty cushy.

Torino Family: Originally from the United States of America, the Torino family is one of the many wealthy families taking up a permanent residence in the resort and living the “high life” on the north side of Paradisio. Currently, they are in a bitter feud with the Carlington family.

“Wacky Pack”: The stunt and prank pulling faction of Paradisio. No depths are too deep for them and they’ve found themselves on the wrong side of the law on occasion. They also sometimes feel the consequences of ignoring theories found in physics, resulting in many injuries both great and small. The leader is Robbie Nashville.

Creating Your Own Paradisio

Creating a map is easy. First, get a deck of cards and remove the Jokers and three of the four suits entirely. Shuffle the remaining cards and deal, arranging them as you please. These cards make up the arrangement of the map. Now, a map is built and players can use it to determine where they are. This map generator doesn't necessary generate the entire map. Instead, it should serve as the map where the action takes place. Additional rooms might be added as needed by the GM. Using the prescribed method means only one “Pools” should be present.

Below is the mapping from card face to location:

Face Location
A Activity Center
2 Administrative Building
3 Casino
4 Cove
5 Disco
6 Clothes Glamour
7 Commissary
8 Pools
9 Sandy Crab
10 Resort Clubhouse
J Resort Housing
Q Resort Mini Golf
K Vehicle Rental Shop

The Kingdom of Gur is a pointed and sarcastic take on high fantasy settings, using the living Sencha Fudge bake of Fudge. Inside Gur, you'll find knights in shining armor, but lacking enough sense to read a map. You'll find priests constantly forgetting the rituals and just “winging it”. Oftentimes, you'll find the simple-minded and children possessing more sense than the high minded and mighty. All of this wrapped up in a Renaissance-style setting.

The Kingdom's Beginnings

Before the Kingdom of Gur was founded, the people who called themselves the Gurians were mostly nomads. As part of this particular nomadic society, everyone held each other, for the most part, with the same esteem. Whenever one member of the society held a particular issue with another member, they would duel, often without mortal consequences. If, for whatever reason (and they didn't need to give it), any individual could not battle, they could name a consenting individual to perform the combat in their stead.

For hundreds of years of written history, the nomadic society thrived and multiplied. They were known to be a powerful, yet high-minded, society with other cultures demonstrating an unwillingness to challenge them openly. And so the peace of Gur was maintained. However, the Gurians, albeit welcome to pass through various realms, were starting to murmur about a home land of their own. The Gurian leaders gathered together and agreed to start asking their friends if they had a piece of land to spare.

Those of their friends answering the request outright refused.

As a result of the lack of land, some defectors formed and took over the tribal leadership of Gur. Next, the new leaders entered a friendly kingdom and knowingly overthrew the people living there. Finally, they forced the overtaken people to work for them. The former nomads called themselves the “high born” and declared themselves “better”, renaming the kingdom “Gur”. By doing this approach to gaining power and land, the people of Gur developed bitter rivalries with their neighboring realms. Some of them, especially the realms built by the flood of refugees, declared blood feuds.

Assuming power had corrupted them. They were no longer the friendly, well respected nomads. Now, they were the feared rulers of the Kingdom of Gur. As the years went by, the ruling class became more and more dim-witted, partly due to a lack of good education and partly due to the fact they never had to do anything themselves. Instead, the previous citizenry of the old realm did everything for them, including run downs of political situations despite not being allowed to enter politics.

The Social Order

The upper crust of Gurian society attempt to rule with an iron fist. They treat the lower classes as underneath them. They also order them about. And, foremost, The upper class is full of dullards.

Meanwhile, the lower class smerely puts up with the upper class while they discuss the latest philosophical findings and drink teas and coffees. When working, the so-called lower class spends much of their days splitting the responsibility of keeping the upper class distracted enough while they keep the kingdom together.

Finally, there's the religious class of society. For the most part, they're unassuming. However, they're still mortal and, as such, often take advantage of squabbles to their own benefit, instead of being mediators, as demanded by their oaths.

NPCs

Farmer

These are your usual farmers. They are lower class citizens who toil day after day in the fields to provide food for the entirety of the Kingdom of Gur for little reward.

Attributes

Brawn: Superb

Charm: Mediocre

Mind: Good

Reflexes: Great

Skills

Farming (Brawn): +2

Use Pitchfork (Brawn): +2

Priest of the People

Feeling for the conditions of the poor and downtrodden, the Priest of the People does what they can to ease their sufferings in this life and usher them into the next when the time comes.

Attributes

Brawn: Poor

Charm: Good

Mind: Great

Reflexes: Fair

Skills

Read/Write Language (Mind): +2

Religious Understanding (Mind): +2

Singing (Charm): +2

Upper Class Twit

The typical upper class twit cares more about money and little about their fellow Gurian. As such, their focus in life is acquiring as much of the former from the latter.

Attributes

Brawn: Mediocre

Charm: Fair

Mind: Poor

Reflexes: Mediocre

Skills

Intimidate (Charm): +1

Money Counting (Mind): +3

Epic Story Lines

Epic story lines are those occurring in the background or foreground and are world impacting. These story lines are characterized with a specific set of main objectives needing to be completed before they may come into fruition. Which exact epic story line or lines are employed is up to the GM. It is usually not recommended to have more than one going on at the same time.

Dragon of Yawndor

The Dragon of Yawndor is trying to take over Gur. Once it reaches 200 completion points, it starts to attack and can only be stopped if defeated. Fortunately, the completion points are earned slowly: 1 completion point every time a player rolls all pluses on 4dF.

The dragon has devastating sleepy breath, causing devastatingly good sleep for once in the citizenry of Gur. Once attacking, it can only be defeated through piercing its armor with a sharp, metal objects. The dragon has the following character sheet:

Attributes

Brawn: Great

Charm: Great

Mind: Legendary

Reflexes: Good

Skills

Use Claws (Brawn): Good

Use Sleep Breath (Brawn): Good

Once the dragon is defeated, it dissolves and goes back to where dragons go when they die.

Kingdom Fall

There is a conspiracy involving some members of the lower class. They're tired of the overall incompetence of the upper class members. As a result of this exhaustion, they're attempting to overthrow the high born. Once it reaches 1000 completion points, the high born are overthrown. For every plus on 4dF a player rolls, the conspiracy increases by one. However, whenever one of their attempted machinations are thwarted, reduce the completion points by 10, to no less than 0.

Lower Class Conspiracy Thug

Attributes

Brawn: Good

Charm: Fair

Mind: Good

Reflexes: Fair

Skills

Use Dagger (Brawn): Good

Farming (Brawn): Great

Social Engineering (Mind): Superb

Plague-bearers

There are people slowly spreading the plague to certain small parts of Gur with the intention to spread their disease. Upon 400 completion points, the plague is spread throughout the kingdom, bringing its itchiness, fever, vomiting, and diarrhea. All symptoms lasting an entire week. The only way to slow them down is to stop one of their agents. If an agent is stopped, the total completion points earned by the Plague-bearers are reduced by 15 to no less than zero. The plague bearers have the following character sheet:

Attributes

Brawn: Good

Charm: Terrible

Mind: Good

Reflexes: Fair

Skills

Dodge (Reflexes): Fair

Spread Plague (Mind): Good

Berryton Isle is a large island with all the features of a large island: rivers and lakes, canyons, and a volcano. The humanoid inhabitants love to travel, especially with their monsters, and various simple pleasures in life.

Their monsters are used to fight other monsters, as well as for companionship. The battles are high stakes sometimes and always for money. Every so many weeks, prospective monster trainers gather at the base of Mount Tatna, the volcano in the center of the island, and fight for supremacy. To participate, all contestants need to provide some specified lira into the pot. The winner of the contest is awarded the pot!

Berryton Isle is a setting for the living Sencha Fudge. In addition to the base set of rules, it also extends with a type system, using an application of the magic rules.

Concerning Monster Types

Every monster has one or two types associated with them at creation time and are loosely identified with elements. In fact, it is mandatory to choose at least one. At no time may a monster have more than two types, so choose wisely! Finally, even though monster types may only be chosen at character creation time, the types may be increased later on, thereby increasing their skill effectiveness. The skill used is Use Element(Mind, element)

The Different Types

Air

Air monsters draw from the skies above and the air breathed.

Disease

Disease-based monsters draw from disease found all around them.

Earth

Earth monsters draw their energies from the very bones of the planets.

Ether

Ether monsters draw energy from the realms outside the planets.

Fire

Fire monsters draw energy from the fire and heat itself.

Water

Water monsterd draw their energies from water in all its forms.

Drawing from The Elements

All the elements exist everywhere to be called upon. When using elemental based attack, monsters draw upon the element chosen. If the particuliar element is in high concentrations in the environment when an elemental move is performed, it has double effectiveness.

The Championships

As alluded to earlier, every so often a championship occurs where monster trainers and their monsters converge to see who is the best. Exactly how the championship behaves is entirely up to how it's organized this time around. It could be round robin, especially with a smaller turn out, or it could be bracket-based.

The winner of each championship is declared the seasonal winner and awarded the pot, composed of the entry fees of every monster trainer.

The Story

Before the Kingdom of Gur was founded, the people who called themselves the Gurians were mostly nomads. As part of this particular nomadic society, everyone held each other, for the most part, with the same esteem. Whenever one member of the society held a particular issue with another member, they would duel, often without mortal consequences. If, for whatever reason (and they didn't need to give it), any individual could not battle, they could name a consenting individual to perform the combat in their stead.

For hundreds of years of written history, the nomadic society thrived and multiplied. They were known to be a powerful, yet high-minded, society with other cultures demonstrating an unwillingness to challenge them openly. And so the peace of Gur was maintained. However, the Gurians, albeit welcome to pass through various realms, were starting to murmur about a home land of their own. The Gurian leaders gathered together and agreed to start asking their friends if they had a piece of land to spare.

Those of their friends answering the request outright refused.

As a result of the lack of land, some defectors formed and took over the tribal leadership of Gur. Next, the new leaders entered a friendly kingdom and knowingly overthrew the people living there. Finally, they forced the overtaken people to work for them. The former nomads called themselves the “high born” and declared themselves “better”, renaming the kingdom “Gur”. By doing this approach to gaining power and land, the people of Gur developed bitter rivalries with their neighboring realms. Some of them, especially the realms built by the flood of refugees, declared blood feuds.

Assuming power had corrupted them. They were no longer the friendly, well respected nomads. Now, they were the feared rulers of the Kingdom of Gur. As the years went by, the ruling class became more and more dim-witted, partly due to a lack of good education and partly due to the fact they never had to do anything themselves. Instead, the previous citizenry of the old realm did everything for them, including run downs of political situations despite not being allowed to enter politics.

What This Means

There is an upcoming setting I'm working out with my team called the “the Kingdom of Gur”, using the Fudge System. Keep your eyes peeled here for further details and once they're available.

The Sencha System © 2026 by Sencha Wizard Games. All rights reserved.

The light, cinematic roleplaying system called the “Sencha System” is intended for quick game assembly with low materials available, such as what’s needed while travelling.

Equipment Needed

To play, one or more six-sided dice (referred to from here on out as just “dice”), something with to write, and something write on.

Character Sheets

Fortunately, the character sheets are simple enough and writing only is needed for recording damage, Energy Token maximum, and, optionally, the amount of Energy Tokens used. As a further option, players might be encouraged to record their character’s name and a brief biography (think two to three sentences).

Action Mechanics

To perform any kind of action requiring a die roll, two dice are rolled. Optionally, and before rolling, a player may spend a number of Energy Tokens to add dice equal to the number of Energy Tokens spent, to a maximum of five dice in the dice pool. Finally, count the number of successes, which are ones, twos, and threes. If there are any successes, the action is successful.

A counter action is an action taken in response to an action, following the same rules an action. Depending on the situation, such as a resisting a magic spell or responding to an attack, a counter action might be possible. If a counter action is successful, the action fails. All counter actions must be reasonably performed. For example, a counter action to a sword attack may not be performed if the character wants to block with their arm.

Turn order is determined by the roll of two dice. Most actions will take five seconds unless determined otherwise. This means a single turn for a character is something doable in five seconds, such as attacking.

For example, Joey Jo-Jo Junior Shabadoo wants to swim. To resolve the action, the player will roll two dice. However, if the player wants to increase their chances, the player can spend, say, three Energy Tokens and roll five dice, instead of two.

Advantage and Disadvantage

If the GM decides the action is at either an advantage or disadvantage, the dice pool is modified. If the character is at an advantage, add one die to dice pool, to no more than the maximum pool size. Conversely, if the character is at a disadvantage, remove one die to the dice pool.

Health and Damage

A character's health starts at eight and cannot exceed eight. Also, a character’s health may not be reduced below zero.

Characters can take damage if there are circumstances allowing it. When they take damage, reduce health. Healing the character cannot raise the health beyond eight. If the character reaches zero health, they are dead if no medical attention is administered within one minute.

Energy Tokens

Characters each have maximum Energy Tokens, which is 24 upon creation. The maximum is never decreased and may not gain more tokens than the maximum.

Energy Tokens may be recovered entirely after an uninterrupted six hour rest, restoring to the maximum amount. Finally, whenever a milestone is completed, and at the end of the session, a character rolls two dice. Add this amount to the maximum Energy Tokens.

Energy Tokens can be applied in a number of additional ways:

  • Spend one to roll again an already rolled die.
  • Spend one to heal one point of damage.
  • Spend two to remember some sort of equipment previously thought were missing.
  • Spend two to convert an added negative consequence into an added positive consequence.
  • Spend four to re-roll an already rolled dice pool.
  • Spend eight to perform some sort of miraculous feat.
  • Spend eight to make one action automatically produce a success.
  • Spend 32 to automatically learn a spell, previously unknown, through inspiration.

If desired to physically represent Energy Tokens, anything really can be used: poker chips, coins, rocks, etc. It helps for some people to track with physical representations.

I have been rambling on and on to my friends and family (my wife in fact is tired) regarding the drink called “OpenCola”. If you don't know the 20+ year old recipe, give my treatment in an interactive fiction, found at https://senchawizard.neocities.org/OpenCola, a play through.

In the meantime, I made the recipe minus the caffeine and neroli essential oil (this stuff is difficult to find in Kansas City). It was okay. However, a second go at it, I did some modifications, such as replacing neroli essential oil with sweet orange essential oil. The recipe demands no caffeine and so on.

This new modification tastes similar to Coca-Cola in my book, but with a slightly different bent because of the sweet orange oil.

At any rate, please enjoy it and make modifications as the LaTeX document and Inform 7 source are both GPL v3 and allow for modifications. If you want to manufacture it, you're free to as long as the source recipe used remains in tact and accessible to the consumers of the drink.

Keep it safe!

Reogranizing is like reorganizing, but taking on a big and ugly task. I am doing just that with my personal site. At this time, I am separating out things. Personal stuff is at https://caranmegil.com and professional stuff is at https://nerderium.com. I think, this will be a good fit.

Why the change? Well, I have networking cards. The purpose of this is to network professionally for my impending doom/graduation next year with an MBA. On these networking cards are https://nerderium.com. I've been low-key suspecting that some people were turned off by the lack of professionalism. As such, I've split things out.

Right now, the layout and styling is the same. However, certain things like my interactive fictions will be redirecting to https://caranmegil.com.

Now, the task begins to maintain separate sites with different layouts, styling, and content in order to have my domain networks be like a well feathered mullet: business in the front and party in the back.

So, here's to my latest hair-brained domain schemes and all with a little reogranization it will thrive and continue to do so!

Keep it safe!