diff --git a/deadsands/requirements.txt b/deadsands/requirements.txt
new file mode 100644
index 0000000..8dcf945
--- /dev/null
+++ b/deadsands/requirements.txt
@@ -0,0 +1,23 @@
+blinker==1.4
+commonmark==0.9.1
+docutils==0.19
+feedgenerator==2.0.0
+importlib-metadata==4.12.0
+invoke==1.7.1
+Jinja2==3.1.2
+Markdown==3.3.7
+MarkupSafe==2.1.1
+pelican==4.7.2
+pelican-drafts==0.1.1
+pelican-sitemap==1.0.2
+pelican-yaml-metadata @ git+https://github.com/pR0Ps/pelican-yaml-metadata.git@cdc1b9708916410e455e8e258e3d39a9d575c7b5
+Pygments==2.12.0
+python-dateutil==2.8.2
+pytz==2022.1
+PyYAML==5.4.1
+rich==12.4.4
+six==1.16.0
+telisar @ file:///Users/evilchili/dnd/telisar
+tornado==6.2
+Unidecode==1.3.4
+zipp==3.8.0
diff --git a/deadsands/www/Makefile b/deadsands/www/Makefile
new file mode 100644
index 0000000..4399f1e
--- /dev/null
+++ b/deadsands/www/Makefile
@@ -0,0 +1,88 @@
+PY?=
+PELICAN?=pelican
+PELICANOPTS=
+
+BASEDIR=$(CURDIR)
+INPUTDIR=$(BASEDIR)/content
+OUTPUTDIR=$(BASEDIR)/output
+CONFFILE=$(BASEDIR)/pelicanconf.py
+PUBLISHCONF=$(BASEDIR)/publishconf.py
+
+SSH_HOST=froghat.club
+SSH_PORT=22
+SSH_USER=greg
+SSH_TARGET_DIR=/usr/local/deploy/deadsands/
+
+
+DEBUG ?= 0
+ifeq ($(DEBUG), 1)
+ PELICANOPTS += -D
+endif
+
+RELATIVE ?= 0
+ifeq ($(RELATIVE), 1)
+ PELICANOPTS += --relative-urls
+endif
+
+SERVER ?= "0.0.0.0"
+
+PORT ?= 0
+ifneq ($(PORT), 0)
+ PELICANOPTS += -p $(PORT)
+endif
+
+
+help:
+ @echo 'Makefile for a pelican Web site '
+ @echo ' '
+ @echo 'Usage: '
+ @echo ' make html (re)generate the web site '
+ @echo ' make clean remove the generated files '
+ @echo ' make regenerate regenerate files upon modification '
+ @echo ' make publish generate using production settings '
+ @echo ' make serve [PORT=8000] serve site at http://localhost:8000'
+ @echo ' make serve-global [SERVER=0.0.0.0] serve (as root) to $(SERVER):80 '
+ @echo ' make devserver [PORT=8000] serve and regenerate together '
+ @echo ' make devserver-global regenerate and serve on 0.0.0.0 '
+ @echo ' make ssh_upload upload the web site via SSH '
+ @echo ' make sftp_upload upload the web site via SFTP '
+ @echo ' make rsync_upload upload the web site via rsync+ssh '
+ @echo ' '
+ @echo 'Set the DEBUG variable to 1 to enable debugging, e.g. make DEBUG=1 html '
+ @echo 'Set the RELATIVE variable to 1 to enable relative urls '
+ @echo ' '
+
+html:
+ "$(PELICAN)" "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(CONFFILE)" $(PELICANOPTS)
+
+clean:
+ [ ! -d "$(OUTPUTDIR)" ] || rm -rf "$(OUTPUTDIR)"
+
+regenerate:
+ "$(PELICAN)" -r "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(CONFFILE)" $(PELICANOPTS)
+
+serve:
+ "$(PELICAN)" -l "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(CONFFILE)" $(PELICANOPTS)
+
+serve-global:
+ "$(PELICAN)" -l "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(CONFFILE)" $(PELICANOPTS) -b $(SERVER)
+
+devserver:
+ "$(PELICAN)" -lr "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(CONFFILE)" $(PELICANOPTS)
+
+devserver-global:
+ $(PELICAN) -lr $(INPUTDIR) -o $(OUTPUTDIR) -s $(CONFFILE) $(PELICANOPTS) -b 0.0.0.0
+
+publish:
+ "$(PELICAN)" "$(INPUTDIR)" -o "$(OUTPUTDIR)" -s "$(PUBLISHCONF)" $(PELICANOPTS)
+
+ssh_upload: publish
+ scp -P $(SSH_PORT) -r "$(OUTPUTDIR)"/* "$(SSH_USER)@$(SSH_HOST):$(SSH_TARGET_DIR)"
+
+sftp_upload: publish
+ printf 'put -r $(OUTPUTDIR)/*' | sftp $(SSH_USER)@$(SSH_HOST):$(SSH_TARGET_DIR)
+
+rsync_upload: publish
+ rsync -e "ssh -p $(SSH_PORT)" -P -rvzc --include tags --cvs-exclude --delete "$(OUTPUTDIR)"/ "$(SSH_USER)@$(SSH_HOST):$(SSH_TARGET_DIR)"
+
+.PHONY: html help clean regenerate serve serve-global devserver publish ssh_upload rsync_upload
diff --git a/deadsands/www/content/dm/desert-travel-rules.md b/deadsands/www/content/dm/desert-travel-rules.md
new file mode 100644
index 0000000..0876bcb
--- /dev/null
+++ b/deadsands/www/content/dm/desert-travel-rules.md
@@ -0,0 +1,152 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/dm/desert-travel-rules.md
+
+title: Desert Travel Rules
+author: evilchili
+tags: homebrew
+date: 2022-07-19 16:47:21.792623
+---
+
+### Overland Travel
+
+The Sahwat is a vast desert region stretching some thousands of square miles, containing a variety of conditions: rocky mesas, scrub, cactus forests, empty bedrock, plateaus, valleys, caverns, salt flats, and endless dunes. At the heart of the desert lies an impenetrable whirlwind called the Heartstorm through which no one has passed and which is the subject of wild speculation.
+
+Until recently traveling the Sahwat proper was an activity limited to the desparate and the outcast, and nearly none of it had been mapped. This is changing, though, with the discovery of buried wonders of the Yanrin Didan. Now every faction, bandit crew, hedge wizard and treasure hunter is descending on the desert and racing to uncover its secrets. When you undertake a journey into the desert, the party will need to contend with *Provisioning*, *Survival*, and *Regional Effects*; these are described below.
+
+### Provisioning
+
+Every creature that requires food and water to live must consume a certain amount of each daily according to their size. We will assume that an adventurer with their pack always has enough rations to survive (nobody is counting jerky strips in this game), but water must be tracked and accounted for. A gallon of water is approximately 4 pounds and is sufficient for 1 medium creature to survive the desert per day. For other size creatures, see the table:
+
+| Size | Water (lbs)
+|------------|------------
+| Tiny | 1
+| Small | 2
+| Medium | 4
+| Large | 6
+
+A creature that fails to consume enough water in a given day will take one point of exhaustion, and that point will remain until they consume a full day's water ration.
+
+Creatures can survive a day on half rations without encurring a point of exhaustion by avoiding strenuous activity and traveling at half-speed.
+
+Creatures may also survive on a half ration of water per day by sleeping during the day and traveling at night, provided they have shelter; see *Shelter* below.
+
+#### Magical Provisions
+
+The unnatural and unstable arcane effects of the Sahwat desert make consuming food and water conjured into existence while in the desert dangerous. Water created in the desert by magical means will be potable and suitable to avoid taking points of exhaustion when consumed in quantity, but may have side effects ranging from poison to disease to too many tentacles.
+
+Water conjured by magical means outside the Sahwat and carried in is generally immune to these effects, as is water from naturally-occuring sources within the desert: ponds, streams, wells, mirages, underwater lakes, and so on.
+
+#### Mounts and Pack Animals
+
+Since we will be using encumberance rules and managing the party's water supply, you may wish to make use of mounts or pack animals to add your desert adventures. Two animals are used most commonly: Camels, which can carry a heavy weight and need less water but are useless in a fight, and Axe Beaks, which move faster and can be helpful in a scrap but carry less and drink more. The differences are summarized here:
+
+| Mount | Carry | Tow | Daily Water | mi/day | Combat? |
+|----------|-------|------|-------------|--------|---------|
+| Camel | 300 | 3000 | 4* | 10 | N |
+| Axe Beak | 150 | 1500 | 6 | 15 | Y |
+
+\* *A camel can survive 5 days without water before encuring points of exhaustion, but must consume a full day's ration for each day before losing accumulated exhaustion.*
+
+Mounts towing carts or sleds move at half speed.
+
+
+
+### Survival
+
+Even with basic provisioning and water, exploring the Sahwat will require adventurers to be both hardy and resourceful. The party can choose to spend a portion of their time in the desert on activities beyond Traveling: Foraging, Tracking, Evading, and Surveying.
+
+Each activity consumes a half-day and the attention of at least one adventurer. Activities may be repeated, and additional adventurers may choose to spend the same half-day on the same or different activities including traveling on ahead.
+
+An activity is performed with a skill check, the DC for which will depend on the region, the weather, and any special conditions set by the DM. An activity will always succeed, but players who fail the skill check will experience a complication. The available activities are described below. For each, recommended skills (those with the lowest DC) are provided, but a player may use any skill they wish, provided they can describe how they do so.
+
+#### Travel
+
+**Preferred Skills**: Survival, Athletics
+
+The Sahwat is considered difficult terrain unless specificed otherwise by the DM; a party moving at a normal pace on foot will cover around 10 miles per day. The party may also choose to move at half-speed or quick-march:
+
+| Speed | mi/Day | Water | Effects |
+|--------|---------------|--------|----------------------|
+| half | 0.5x normal | half | stealth possible, +5 bonus to Travel
+| normal | 10* | normal | disadvantage on stealth
+| quick | 2x normal | double | no stealth, -5 penalty to Travel
+
+\* *See also Mounts, below.*
+
+#### Forage
+
+**Preferred Skills**: Alchemist's Tools, Nature, Medicine
+
+The desert is home to any number of strange flora which can be used in alchemy, medicine, spell components, or traded for materials or gold. *Foraging* allows players to look for whatever they wish, though they will learn that not every region contains every resource in abundance. The more they know about a region, the better their chances of finding exactly what they're looking for (or not wasting a half day on a fool's errand). See *Surveying*, below.
+
+#### Track
+
+**Preferred Skills**: Animal Handling, Investigation, Insight
+
+The best way to find water and shelter is to study the movement of those who survive in the desert, whether beast or man. By tracking the movement of others, the party can find water sources to replenish their supply, a *Shelter* for safer rest, or getting the drop on competing factions.
+
+#### Evade
+
+**Preferred Skills**: Stealth, Deception
+
+The party is not the only group of skilled trackers in the Sahwat. Use this activity to evade your pursuers or stalking predators. Whether you are aware of being pursued at all will depend on the maximum *Passive Perception* of the party.
+
+#### Survey
+
+**Preferred Skills**: Cartographer's Tools, Perception
+
+Making a detailed map of a region takes time -- a half-day for every 20 miles surveyed -- but a regional map provides significant bonuses to skill checks when returning to the region:
+
+| Map Quality | Coverage | Travel | Forage | Track | Evade |
+|-------------|----------|-----------|--------|-------|-------|
+| rough | 20mi | +2 | +2 | +2 | +2 |
+| partial | 40mi+ | +3 | +3 | +3 | +3 |
+| complete | total | +5 | +5 | +5 | +5 |
+
+Besides skill check bonuses, possesssing a complete map conveys the following effects:
+- Immunity to getting lost while in the region
+- Can return to known water sources and shelter without a Tracking activity
+
+Regional maps are highly prized and an original can be sold for a significant sum -- it will also draw the attention of thieves and bandits.
+
+### Shelter, Rest, and Night-Time Travel
+
+#### Long Rests and Shelters
+
+The party can only take a long rest in a *Shelter*. A shelter is any structure, natural or constructed, which creates shade sufficient to cover a character and provide wind cover on at least two sides. Some examples include:
+
+- tents
+- lean-tos
+- caves
+- a grove of trees
+- hidden amongst rocks or boulders
+- tiny huts
+- magnificent mansions
+
+Shelters can be found by Tracking, though lucky hoppers may discover one in the course of travel, foraging, etc.
+
+#### Short Rests
+
+A short rest can be taken anywhere as part of a half-day spent on any activity besides travel. Parties that take short rests are more likely to pick up one or more trackers.
+
+#### Traveling at Night
+
+The party may choose to travel in the cooler air of night instead of during the day. Doing so has the following effects:
+
+- Party can survive on half-rations of water
+- \-5 penalties to Travel, Forage, and Track activities
+- +5 bonus to Evade activities
+- Surveying not possible
+- Hostile encounters more likely at night
+
+
+### Regional Effects
+
+The Sahwat was the result of an arcane cataclysm, the effects of which are still felt today; besides basic survival hoppers must contend with unpredictable conditions, bizarre weather, and wild magic storms. At the start of each day, the DM will roll on a weather table which may create additional challenges for travelers. Certain regions also have persistent effects. Over time, the party may gain access to skills that allow them to predict these weather patterns and use that knowledge to their advantage.
+
+Examples of regional effects may include:
+
+- A sandstorm that seems to follow the party conveys disadvantage on skill checks involving sight
+- Unnaturally hot temperatures double water consumption
+- The soft sands glow blue whenever spells are cast; all creatures have advantage on saving throws against spells and other magical effects.
+
diff --git a/deadsands/www/content/lore/cities-and-trade.md b/deadsands/www/content/lore/cities-and-trade.md
new file mode 100644
index 0000000..6bd3ddb
--- /dev/null
+++ b/deadsands/www/content/lore/cities-and-trade.md
@@ -0,0 +1,37 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/session0/cities-and-trade.md
+
+title: Cities and Trade
+author: evilchili
+tags: homebrew
+date: 2022-07-16 08:42:22.105065
+description: Some notable settlements in the region, ranging from large fortified towns to trader outposts and nomadic tent cities.
+---
+
+Over the last several hundred years, a variety of folk have settled the northen rim of the Dewa Q'Asos, in the shadow of Hoard's Vault where temperatures are milder. A few larger city-states have risen, with several smaller communities along the trade routes. By far the largest is Gazakh Noch, a great city whose walls control the Gold Pass, effectively isolating the Dewa Q'Asos from the rest of the continent.
+
+1. * Name
+ * Population
+ * Notable Races
+ * Economy
+ * Notes
+2. * **Gazakh Noch**
+ * 25 000
+ * Various
+ * Gearforging, smithing, textiles
+ * The seat of civilization in the region. Magic is permitted but generally frowned upon. Ruling class is mercantile, though artificers and craftsman are held in high esteem.
+3. * **Poshni Koth**
+ * 3000
+ * Dwarfs, Rock Gnomes
+ * black powder, mining
+ * A fortified town in the northwest foothills of Hoard's Vault, Poshni Koth's wealth comes from its total monopoly on black powder production. Its laws forbid magic of any kind and its hardline politics discourage outsiders from establishing permanent residence.
+4. * **Tano's Edge**
+ * 1000
+ * Humans, Halfings, Dragonborn
+ * Arcane research, enchantment
+ * Until recently, Tano's Edge was little more than a remote village on a ridge overlooking the Sahwat desert, catering to outcasts and the lawless. But with the discovery of ruins under the sands and the riches they contain, this town has become a powder keg of competing interests.
+5. * **The Heap**
+ * 75
+ * Gearforged
+ * Trading, Scavenging
+ * A nomadic group of Scraps that travels between settlements with an enormous ambulatory junk pile.
diff --git a/deadsands/www/content/lore/demographics.md b/deadsands/www/content/lore/demographics.md
new file mode 100644
index 0000000..4f4e755
--- /dev/null
+++ b/deadsands/www/content/lore/demographics.md
@@ -0,0 +1,43 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/lore/ancestries.md
+
+title: Demographics - A Question of Blood
+author: evilchili
+date: 2022-07-16 22:31:25.781021
+tags: homebrew
+description: More so than in other regions it seems the comingling of histories has become a favourite pastime in the Dewa Q'Asos. Maybe it's the heat.
+---
+
+The Dewa Q'Asos is home to folks from a variety of genetic and cultural backgrounds. Old Blood — that of Humans, Elves, Dwarves, Halflings and Gnomes — is found in abundance here. Those with the Blood Draconic are present also: Dragonborn, Tieflings, Lizardfolk, even a few Kobold. But the effects of the Sahwat are both strong and persistent: over time Dewan of all kinds have been born with strange mutations, giving rise to distinct ethnic groups found only here, referred to collectively as New Blood: Harengon, Tortles, Loxodan, Alseid, and whatever else crawls its way out of the desert. Finally, there is the Gearforged — sentient clockwork automaton that have only existed for a few centuries.
+
+
+### The Old Blood
+
+Though census records are limited to major city-states, across the entirety of the Dewa Q'Asos Humans, Elves and Dwarves account for roughly a third of the population; with Gnomes and Halflings this number approaches half.
+
+Dwarves accord themselves historic prominence in the region, and for good reason: many of the customs and traditions of the Dewan peoples can be traced to Dwarven sources, from place names, to the high respect accorded masons, smiths, artificers and other craftspeople, to the popularity of the Dwarven pantheon. Some even go so far as to make ancestral claim to the entirety of the Dewa Q'Asos, but this claim is not commonly accepted.
+
+Dewan Elves enjoy the same longevity and other gifts of a fey-touched ancestry as their counterparts across Telisar, but unlike those others have mostly avoided prominent political or social power. In some ways this is the natural result of the Movan Unath — a custom whereby adult Elves are expected to cut ties with their current life, travel to a new place, and start a new life every 200 years.
+
+Though you might expect Halflings and Gnomes to bond as small folk in a region dominated by larger people, Dewan Halflings and Gnomes share a peculiar animosity towards one another. Not hate so much as a suspicious, competitive drive. There is apparently some historical prescendent for such feelings as both sides claim victory in the same pivotal contest, but as neither are willing to speak on it the details are somewhat lost on the rest of the Dewan.
+
+
+### The Blood Draconic
+
+The draconic races account for fully a quarter of the Dewan population, a much greater presence than you are likely to find anywhere else. It is widely believed that the First Era was a time of Dragons, and that in their wake the draconic races were born. Opinions differ about why the gods allowed these people to thrive though their progenitor dragons were brought low, their divinity stripped, and their population scattered, but it is undeniable that many today walk the sands with the blood of dragons in their veins.
+
+Dragonborn are typically cosmopolitan folk, found throughout the major city-states and smaller towns. Many find work as caravan guards, milita, and other martial positions where their natural talents are most valued, though just as many are scholars, merchants, and craftspeople.
+
+Dewan Tieflings for the most part, fully accept their draconic origins, considering it a source of pride. They mostly reject the Asmodean Heresy, and suggesting a tiefling may have an "infernal" origin has become, if not a slur, at least a sure-fire way to start a bar fight. Tieflings in the Dewa Q'Asos are no more feared or hated than anyone else, though they do have a troubling reputation for producing sorcerers.
+
+Lizardfolk too claim draconic origin, though their cosmology and history is mostly not understood by others. This is not surprising, since most lizardfolk communicate exclusively via a kind of telepathic bond transmissible by pheromone. Lizardfolk therefore tend to avoid the major cities, choosing instead to live in small nomadic tribes. Those few who do acclimatize have been known to learn to speak a verbal language and take on work, often as desert guides, bounty hunters, or spies.
+
+### The New Blood
+
+Living and breeding next to ground zero of an arcane environmental disaster has taken its toll, and the mutations and general weirdness that characterize the flora and fauna of the Sahwat have begun to spread to the humanoid races. Comprising too many to summarize here, the New Blood are typically met with indifference from their fellow Dewan. That's life on the dead sands.
+
+### Gearforged
+
+Nobody is quite sure why but the mechanical machines known as Gearforged developed first by Grazakh artificers hundreds of years ago have begun spontaneously achieving consciousness. When this happens, the Gearforged is by law a person, and — with indentured servitude having been outlawed in the major city-states, at least — must be released by its former owner. Such a sentient Gearforged is somewhat callously referred to by some as Scraps. Often considered outcasts, Gearforged are nevetheless highly valued as skilled laborers in dangerous or conditions otherwise inhospitable to flesh and blood humanoids. Some have even found work as Determinants when an impartial view is required to settle a dispute or determine appropriate punishment for crimes committed. Whether Gearforged are any more capable of impartialty than any other sentient being is of course a matter of debate and may be the result of stereotypes.
+
+While sentient Gearforged are by local standards still a relatively recent phenomenon — the oldest known record of a machine spontaneously achieving consciousness dates from 793 ME — the Gearforged themselves have quickly developed a culture, art, and religion all their own.
diff --git a/deadsands/www/content/lore/factions.md b/deadsands/www/content/lore/factions.md
new file mode 100644
index 0000000..46cb379
--- /dev/null
+++ b/deadsands/www/content/lore/factions.md
@@ -0,0 +1,69 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/lore/factions.md
+
+title: Factions
+author: evilchili
+tags: lore, faction
+date: 2022-07-23 10:39:00.458832
+---
+
+The politics of the Dewa Q'Asos are mostly localized -- city-states have their own laws and political structures and while they may share competing interests, outright hostilities between states is rare. Perhaps most significant to keeping the peace is the reach of the Factions -- quasi-political entities that transcend local politics to extend influence across the entire region. While each has its own agenda and motivations, Factions as a whole are a stabilizing influence, providing civic infrastructure, services, security, and the free flow of trade throughout the Dewa Q'Asos. Each has its specific area of influence, the borders of which are constantly shifting as the Factions vy for dominance. But this veneer of peaceful coexistence is thinnest beyond the walls of the major cities; the balance of power between Factions is somewhat precarious -- back-room deals, temporary alliances, betrayals, corruption, and the occasional short, bloody Faction war keep life interesting.
+
+The difference between a Faction and a garden-variety criminal syndicate is one of legitimacy -- purchased through regular tithes to towns and cities -- that grant a Fraction the ability to operate openly. It is therefore in the current Factions' best interests to deal aggressively with any groups that seek to upset the status quo.
+
+### The Liberty Sisters
+
+| | |
+|-----------------|----------------|
+| **Established** | 857 ME (268 yrs) |
+| **Headquarters** | Tano's Edge |
+| **Branches** | Anywhere there's a brothel (ie, everywhere) |
+| **Alignment** | Lawful Neutral |
+| **Politics** | Libertarian |
+| **Leader** | Mama Grahlu |
+| **Interests** | Brothels, intelligence, assassination |
+| **Public Motive** | Security and self-determination for common folk |
+| **Bonds** | Wildly popular outside the major cities; defacto government of Tano's Edge |
+| **Flaws** | Reputation for vicious, bloody violence is not undeserved |
+| **Motto** | "Liberty At Any Cost" |
+
+The Liberty Sisters Faction was founded in 857 ME after a union of brothel workers across the Dewa Q'Asos siezed control of their establishments and slit the throats of every madame, pimp, and abusive customer in a single night remembered now as the Night of Bloody Liberation. The current Faction head is Mama Grahlu, an imposing half-orc who rules Tano's Edge. Publically, The Liberty Sisters build schools, roads, and social programs for minor settlements along the desert rim. Privately, they use their extensive network to sell blackmail, extortion, and assassination to anyone who can pay, provided these dealings do not jeopardize the safety of common folk. Despite the name, the Liberty Sisters welcome all members regardless of identity expression.
+
+### The Gunslingers
+
+| | |
+|-----------------|----------------|
+| **Established** | 838 ME (287 yrs) |
+| **Headquarters** | Poshni Koth |
+| **Branches** | Gazakh Noch, Tano's Edge, Gunslinger Outposts |
+| **Alignment** | Neutral Evil |
+| **Politics** | Fascist Capialist |
+| **Leader** | Repeater Joe |
+| **Interests** | Private security, bounty hunting, trade caravans |
+| **Public Motive** | Peace, Order, and Gold |
+| **Bonds** | Enjoys support from wealthy elite and merchant classes |
+| **Flaws** | Paranoid; Hatred of magic and magic users |
+| **Motto** | "Peace Through Superior Firepower" |
+
+The Gunslingers were originally a clan of Dwarves in Poshni Koth that grew to prominence by gradually siezing control of private security contracts up and down the trade routes of Dewa Q'Asos, protecting caravans and wagon trains. It is rumoured this was accomplished by attacking any contract not given to them, though the Gunslingers maintain it was simply their competition's sheer incompetence that led to their dominance. Nowadays the majority of the Gunslingers' business lies in the transportation of black powder exports from the Koth, though they will take any job suited for a private army geared with the latest in firearms advancements. They also maintain "Outposts," small groups of Gunslingers for hire by private citizens at frequently extortionate rates, though discounts are readily available for any bounty on magic users. The Gunslingers are controlled by Repeater Joe, a grizzled, one-eyed dwarf who maintains a heavily-fortified compound in the foothills outside of Pashni Koth.
+
+
+### The Guild of Makers
+
+| | |
+|-----------------|----------------|
+| **Established** | 1050 ME (75 yrs)
+| **Headquarters** |Gazakh Noch
+| **Branches** |Poshni Koth, The Heap
+| **Alignment** |Neutral good
+| **Politics** |Anarcho-syndicalist
+| **Leaders** |Radiant, Rat's Nest Six
+| **Interests** |Artificing, gearforging
+| **Public Motive** | Support and develop technological innovators
+| **Bonds** | Believes technology will solve all society's problems
+| **Flaws** | Believes technology will solve all society's problems
+| **Motto** | "Mechanize! Modernize! Prosper!"
+
+The Guild of Makers (popularly "The Guild") is the newest Faction to rise to legitimate status, having been recognized first by Gazakh Noch just 75 years ago, on the strength of *Radiant's Radiance*, a series of unique gearforged automata designed by Radiant, a Halfing artificer and the most famous gearforged designer of his time. Radiant's progressive politics and prominent status attracted artisans and craftspeople throughout Gazakh Noch, who essentially pushed him into establishing a Faction to further their own interests and ensure the continued rock-star status of the best makers. Today Radiant reluctantly heads the Guild together with Rat's Nest Six, the first -- and so far only -- gearforged of the Radiance line to achieve sentience.
+
+The Guild's relationship with the other Factions is somewhat complicated: The Gunslingers disapprove of their politics but rely on their expertise to maintain and improve the automata upon which the Koth's industry relies. The Liberty Sisters see the Guild as insular and arrogant, dismissive of the common people and seeking to disrupt their livelihoods with unasked-for automation.
diff --git a/deadsands/www/content/lore/languages.md b/deadsands/www/content/lore/languages.md
new file mode 100644
index 0000000..6d691b7
--- /dev/null
+++ b/deadsands/www/content/lore/languages.md
@@ -0,0 +1,58 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/lore/languages.md
+
+title: Languages
+author: evilchili
+tags: homebrew
+date: 2022-07-18 16:22:41.090320
+---
+
+### The Old Blood Tongues
+
+#### Common
+
+Common is the trader's tongue, and can be reliably spoken in most parts of the Dewa Q'Asos without fear of being misunderstood. This is somewhat true of the Old Blood languages and Draconic as well, though it depends mostly on population density. Some general notes about cultural relevance and social mores of specific language use follow.
+
+#### Dwarvish
+
+Two major dialects of Dwarvish exist: "High," or "Deep," Dwarvish is used primarily in formal proceedings, contracts, and anywhere one wishes to advertise high social standing; "Low" or "Street" Dwarvish is used everywhere else.
+
+#### Elvish
+
+Elvish too has a "High" dialect, though it has fallen entirely out of use save by historians.
+
+#### Gnomish
+
+The Gnomish tongues consist of multiple distinct dialects unique to specific ancestries, but "Gnomish" as it is usually intended refers to a sort of patois of Rock, Hill, and Forest Gnomish spoken commonly throughout more populated settlements. Speaking formal Rock Gnomish to any random city-dwelling Gnome might be interpreted as arrogant by some and uneducated by others.
+
+#### Halfling
+
+Halfling is a fiendishly complicated language for anyone not born into it, so much so that Halflings are sometimes used as secure message couriers since their language is effectively already enciphered. Rarely spoken outside Halfling settlements and businessness, and almost never with non-Halflings.
+
+### Draconic, Lizardfolk, and New Blood
+
+#### Draconic
+Draconic is not unheard of in the major cities, though only the Blood Draconic races generally bother to learn it -- and even then, most conduct their business in Common anyway as it can be hard for other humanoid species to accurately articulate it without the necessary physiology.
+
+The ancient Dragonborn spoke "Old Draconic," a poetic language only superficially similar to modern Draconic, containing only the present tense and rooted in a form of existentialist eternalism that most scholars have a hard time understanding even if they manage to become fluent. The written form of Old Draconic, "runescript," has been outlawed for being inextricably linked to the practice of Draconic Rune Forms, an ancient magic system that some believe has its origins in the First Era.
+
+#### Lizardfolk
+Strangest of all are the Lizardfolk, whose language is not verbal but olfactory: highly specialized scent glands on the neck emit a startling array of pheremones that carry a telepathic bond. For this reason, Lizardfolk are rarely encountered in major settlements and any who are typically learn to speak a smattering of either Draconic or Street Dwarvish.
+
+#### The New Blood Tongues
+
+Many of the New Blood have developed their own languages based on their unique physiologies which may be heard in ethnically-concentrated areas, including Loxodan and Harengon.
+
+### Gearforged: Chattering Teeth and Bellows
+
+Gearforged are constructed with a basic vocabulary of command words, typically in Common, but this is auditory only; Gearforged automata that can speak are rare. Upon achieving sentience, however, the Gearforged will usually seek out the services of an artificer to have a mechanical device call "Teeth" installed. This device consists of an array of finely-wrought gears, springs, switches and solenoids that permits communication in a complex series of long and short clicks called Chatter. Chatter can be spoken by non-Gearforged by tapping patterns, speaking in alternating *dits* and *dahs*, or by writing dots and dashes.
+
+More expensive and therefore somewhat rarer is a Gearforged fitted with a "Bellows" -- a complex arrangement of air bladders, pipes and stops that permit the automaton to emulate humanoid speech, though with a persistent harmonic wheezing that raises in pitch as the Gearforged becomes more animated. Some Gearforged see Bellows as threatening the unique cultural development of their kind.
+
+### Codes, Ciphers, and Thieves Cant
+
+Many factions in the Dewa Q'Asos rely on coded messages and ciphers to secure their communications from competing interests. They all rely on Alley Common (A local dialect of Thieves Cant) to share messages not meant for the legitimate authorities.
+
+### Other Languages
+
+A multitude of other languages are known to priests, historians, and scholars, from Primordial to Deep Speech to Celestial and Infernal, but these are never spoken in daily life and rarely outside a temple or library.
diff --git a/deadsands/www/content/pages/index.md b/deadsands/www/content/pages/index.md
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+Title: Index
+Save_as: index.html
+Template: pages/index
+Show_recent: true
+Status: hidden
+Date: 2022-07-09 11:00
+
+
+The Second Era ended in fire. The Empire of Yanrin Didan -- "Glowing Sands" in the common tongue -- spanned half the continent of Vosh, from the Sea of Storms in the south and across the jungles of Dewa Q'Asos to the peaks of Hoard's Vault. Its civilization stood unchallenged for an age, until a great power swept aside their magics, destroyed their cities, and scorched the earth leaving behind only dry, dead rock. No one knows just what caused destruction on such a scale, for it is said that not one soul survived the cataclysm and now, a thousand years later, their name and thousands of miles of desert are all that remain. The Empire's arcane wonders, their secrets, and their doom all lie buried under the dead sands of the Sahwat.
+
+But there are whispers. Rumours of hoppers returning from the desert streaming gold from their packs and long-dead artifacts suddenly glowing with new enchantments. Sightings of strange, twisted creatures appearing on the dunes only to disappear like a mirage. And rumours that somewhere in the heart of the Sahwat, through the magical storms, across the dunes, at the very seat of that dead empire: history is stirring.
+
+Welcome to Telisar.
+
diff --git a/deadsands/www/content/pages/style.md b/deadsands/www/content/pages/style.md
new file mode 100644
index 0000000..234df93
--- /dev/null
+++ b/deadsands/www/content/pages/style.md
@@ -0,0 +1,30 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/pages/style.md
+
+title: Style Test Page
+author: evilchili
+tags: page
+date: 2022-07-10 16:24:11.227316
+status: hidden
+---
+
+### Section Header
+
+But I must explain to you how all this mistaken idea of denouncing pleasure and praising pain was born and I will give you a complete account of the system, and expound the actual teachings of the great explorer of the truth, the master-builder of human happiness. No one rejects, dislikes, or avoids pleasure itself, because it is pleasure, but because those who do not know how to pursue pleasure rationally encounter consequences that are extremely painful. Nor again is there anyone who loves or pursues or desires to obtain pain of itself, because it is pain, but because occasionally circumstances occur in which toil and pain can procure him some great pleasure. [To take a trivial example](#), which of us ever undertakes laborious physical exercise, except to obtain some advantage from it? But who has any right to find fault with a man who chooses to enjoy a pleasure that has no annoying consequences, or one who avoids a pain that produces no resultant pleasure?
+
+------
+
+# Heading 1 [link](#)
+## Heading 2 [link](#)
+### Heading 3 [link](#)
+#### Heading 4 [link](#)
+##### Heading 5 [link](#)
+###### Heading 6 [link](#)
+
+This is text.
+
+*This is italic text.*
+
+**This is bold text.**
+
+
diff --git a/deadsands/www/content/regions/blooming-wastes.md b/deadsands/www/content/regions/blooming-wastes.md
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index 0000000..0990f12
--- /dev/null
+++ b/deadsands/www/content/regions/blooming-wastes.md
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+---
+# /Users/evilchili/dnd/deadsands/www/content/region/blooming-wastes.md
+
+title: The Blooming Wastes
+author: evilchili
+tags: region, homebrew
+date: 2022-07-20 17:54:47.286869
+description: Once you have surveyed a region you will gain access a subset of this information; others, like weather and regional effects, must be discovered.
+template: region
+region:
+ name: The Blooming Wastes
+ size: 20
+ terrain: difficult
+ description: |
+ The Blooming Wastes stretch out before you: a mostly flat expanse of hard, cracked earth blanketed by some kind of sandy brown scrub. Small mesas dot the horizon, suggesting the possibility of shelter. As you approach you see that the scrub is covered in thick black thorns sharp enough to pierce boot leather; you will need to tread carefully.
+ travel:
+ dc: 10
+ critical_success: normal terrain
+ critical_failure:
+ resources:
+ forage:
+ dc: 10
+ critical_success:
+ critical_failure:
+ resources: redfoot, moon blossom (night only)
+ track:
+ dc: 13
+ critical_success:
+ critical_failure: shelter occupied; random encounter
+ resources: shelter, water
+ evade:
+ dc: 2
+ critical_success:
+ critical_failure: random encounter
+ survey:
+ dc: 13
+ critical_success:
+ critical_failure:
+ encounters: 1-6
+ cr: 4
+ regional_effects:
+ - Add 1d6 to radiant damage
+ - Nightvision not functional
+ - When a spell attack misses, it hits a random creature within 5 feet instead
+ - On a spell attack critical hit or miss, roll on the Wild Magic Table
+ - 1d4 piercing damage for every 30ft of movement during the Dash action
+ weather:
+ d1: Scorching Temperatures - 2x water consumption
+ d2: Hail (no effect - counts as magical water if consumed)
+ d3: Ghostly Wailing - Disadvantage on concentration checks
+ d4: Low Oxygen - Disadvantage on STR Athletics checks and saves
+ d5: Extra Gravity - Disadvantage on DEX checks and saves
+ d6: Hot Metal Storm - Heat Metal spell effects for half-day
+ d7: Bubble Rain - Bubbles rain upwards, obscuring vision; disadvantage on perception checks
+ d8: Clear Skies (No effect)
+---
+
+A mostly flat expanse of hard-packed earth blanked by redfoot, a hardy, sandy-brown moss covered in sharp thorns. At night glowing clusters of moon blossoms emerge from the earth and open their petals, bathing the entire wasteland in a pale, silvery light.
diff --git a/deadsands/www/content/session0/glossary.md b/deadsands/www/content/session0/glossary.md
new file mode 100644
index 0000000..5326f16
--- /dev/null
+++ b/deadsands/www/content/session0/glossary.md
@@ -0,0 +1,142 @@
+---
+# /Users/evilchili/dnd/deadsands/www/content/session0/glossary.md
+
+title: Glossary
+author: evilchili
+date: 2022-07-16 21:49:05.245037
+---
+
+### A
+
+Alley Common
+: Form of Thieves Cant local to the Dewa Q'Asos.
+
+### B
+
+Bellows
+: Mechanical device that permits Gearforged to emulate humanoid speech.
+
+### C
+
+Chatter
+: Language spoken by sentient Gearforged.
+
+Common
+: The most widely-spoken language in the Dewa Q'Asos.
+
+### D
+Determinant
+: An individual empowered as ombudsman, judge, and dispenser of justice. Some are backed by one of the major city-states; others are freelance.
+
+Dewa Q'Asos
+: The southernmost region of Vosh. Until the end of the Second Age, mostly jungle.
+
+Dewan
+: Describes something or someone with origins in the Dewa Q'Asos. Also the mass noun for residents of the region.
+
+Draconic, Old
+: Ancient form of the Draconic language.
+
+Dwarvish, High
+: Ancient form of the Dwarvish language. Also known as "Deep Dwarvish."
+
+Dwarvish, Low
+: Modern form of the Dwarvish language. Also known as "Street Dwarvish."
+
+### E
+
+Elvish, High
+: Ancient form of the Elvish language. Not spoken.
+
+
+### F
+Far Depths
+: An ocean east of Vosh.
+
+Freya
+: Dwarven goddess of love, beauty, and life.
+### G
+Gazakh Noch
+: A city-state on the northern edge of the Dewa Q'Asos.
+
+Gearforged
+: Generic term for a clockwork automaton. Typically not senitent. See also *Scrap*.
+
+Gold Pass
+: A mountain pass through Hoard's Vault, controlled by the city-state Gazakh Noch.
+
+### H
+The Heap
+: A mobile village of primarly sentient gearforged traveling Dewa Q'Asos.
+
+Hoard
+: The prime diety of trade, commerce, and luck. Often referred to as the Golden Lady, or just Lady.
+
+Hoard's Vault
+: A mountain range separating the Dewa Q'Asos from the rest of Vosh.
+
+Hopper
+: A desert explorer. So-called because they "hop" from water source to water source in order to stay alive.
+
+### I
+### J
+### K
+### L
+### M
+Mimir
+: Dwarven goddess of knowledge and truth.
+
+Movan Unath
+: The Elven custom of leaving behind one's old life and beginning a new one.
+### N
+### O
+### P
+Poshni Koth
+: A city-state at the northwestern edge of the Dewa Q'Asos.
+
+### Q
+### R
+
+Runescript
+: Written form of Old Draconic. Outlawed for its association with ancient forms of magic.
+
+### S
+Sahwat
+: The desert comprising most of the Dewa Q'Asos.
+
+Scrap
+: Derogatory term for a sentient gearforged. Reclaimed by the gearforged of the Heap.
+
+Sea of Storms
+: The name given to the ocean separating the continents of Vosh and Telisar by the inhabitants of Vosh.
+
+Shattered Seas
+: Name given to the areas around the north pole of Telisar by the inhabitants of Vosh. So named for the ice floes that dominate the open ocean.
+
+Syf
+: Dwarven goddess of destiny, fate, and magic. Not openly worshipped in the Dewa Q'Asos.
+
+
+### T
+
+Teeth
+: A mechanical device that permits Gearforged to speak Chatter.
+
+Telisar
+: A world. Also a continent on that world.
+
+Thorus
+: Dwarven god of retribution and death.
+
+### U
+### V
+Vosh
+: A continent on Telisar. It is bounded by the Sea of Storms to the south and west, the Far Depths on the east, and the Shattered Sea to the north, near the pole.
+### W
+Woden
+: Dwarven god of law, justice and war.
+### X
+### Y
+Yanrin Didan
+: An ancient empire that ruled the entirety of the Dewa Q'Asos. Destroyed in mysterious circumstances at the end of the Second Era.
+### Z
diff --git a/deadsands/www/content/session0/on-genre-theme-and-mechanics.md b/deadsands/www/content/session0/on-genre-theme-and-mechanics.md
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--- /dev/null
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+Title: On Genre, Theme, and Mechanics
+Date: 2022-07-09 11:00
+Tags: homebrew
+Description: None of this is set in stone! Let's work out the setting together. - evilchili
+
+The Dead Sands is a **post-apocalyptic gold rush weird western**. A millenia ago the Empire of Yanrin Didan, a great civilization in an era of high magic was destroyed, devastating the land and creating a vast desert. The desert was uninhabitable for centuries as fierce, unpredictable magical storms scoured the land. All trace of the peoples that once lived there was lost. Over time, nature slowly reasserted itself and desert plants, beasts, and things much stranger than beasts adapted to the harsh conditions, and the desert, while still deadly and weird, is no longer as empty as it once was.
+
+Today, people live in towns and cities on the fringes of the desert. Magic has become stigmatized, giving rise to the development of technology: Clockwork machinery and automata perform roles once satisfied by the manipulation of the arcane, and disputes are settled more often with blade and pistol than magic missiles. Some towns have banned arcane practices entirely.
+
+Everything changed a year ago when some foolhardy and desperate adventurers returned from a trek into the desert with saddlebags full of ancient arcane objects, enchanted weapons, mysterious wonders, and gold. Lots of gold. Overnight in the larger towns and cities a black market has sprung up, fueled by fortune hunters and ruled by ruthless, warring factions vying to control the trade of illicit riches. And in the wastes: bandits, desert tribes, and those mad enough to make a home in the desert itself prey upon those who venture ever deeper into the Dead Sands.
+
+### Setting
+
+The Sahwat Desert now covers thousands of square miles on the southern tip of the continent of Vosh, once the seat of the Yanrin Didan. It is ringed by a huge mountain ranges to the north and east and by the Sea of Storms on the west and south. It was from Vosh some thousand years ago that a group of Dwarves fleeing the destruction of Yanrin Didan set sail across that sea, seeking a new home. No one knows what became of them, and legend says that the Sea of Storms will brook no passage.
+
+We know that the Dwarves landed on Wodenshore, and settled the lands where two millenia later the Frog Hat Club had its adventures, but all knowledge of Vosh, its lands and inhabitants, has been forgotten. Only the name of the world -- Telisar -- remains, and the inhabitants falsely believe the continent of Telisar is all there is.
+
+The events of this campaign begin in the year 1125 ME, a millenia after the destruction of the Yanrin Didan.
+
+### Theme
+
+Our first campaign explored the meaning of story and the interplay of myth, religion, and fate, and led to grand adventures on a huge scale with gods, demons, and the fey. For the Dead Sands I'd like to explore stories more grounded in local events: in civilized areas, the tension between magic and technology, the politics of factions, and the effects of a gold rush transforming societies. In the desert, exploration and survival will be key themes. We'll dig into these themes using some new mechanics.
+
+### Mechanics
+
+#### Factions and Jobs
+
+The way to get rich, and in some cases, the way to even survive, the Sahwat, is to align with a faction and take jobs. In each town with a faction house a job board will be available that will provide optional quests that will describe a goal and a reward. You might be called on to guard a caravan, map an unexplored region, deliver supplies to an outpost, study a newly-discovered creature, or raid a competing faction.
+
+Completing jobs for your faction will raise your notoriety and gain you access to tougher jobs with bigger rewards, but expose you to more complicated and dangerous social encounters.
+
+#### Exploration
+
+Exploring the vast wastes of the Sahwat desert will require preparation and planning. Encumberance will be important, and adventurers will need to think about Surveying, Foraging, Navigating, and Tracking in order to survive. Often you may be competing with adventurers from other factions to reach a newly uncovered dig site, oasis, or ruin, and you will need to balance the risk of pushing headlong into the wastes or taking a measured approach that is safer but perhaps will give up the prize to others.
+
+#### Magic
+
+Though considered low-class at best and criminal at worst by most of society, arcane practitioners have become something of a regrettable necessity for those pursing the riches of the Sahwat. Not only do dig sites and ruins typically contain magical traps, devices, and enchanted artifacts that require study, simply surviving the strange conditions of the desert requires an understanding of the arcane. In the desert, magical effects are unpredictable, enchantments fail, magical storms are lethal to all but the most prepared.
diff --git a/deadsands/www/deadsands-theme/old/analytics.html b/deadsands/www/deadsands-theme/old/analytics.html
new file mode 100644
index 0000000..b96f455
--- /dev/null
+++ b/deadsands/www/deadsands-theme/old/analytics.html
@@ -0,0 +1,11 @@
+{% if GOOGLE_ANALYTICS %}
+
+
+{% endif %}
\ No newline at end of file
diff --git a/deadsands/www/deadsands-theme/old/cards.html b/deadsands/www/deadsands-theme/old/cards.html
new file mode 100644
index 0000000..56eef2d
--- /dev/null
+++ b/deadsands/www/deadsands-theme/old/cards.html
@@ -0,0 +1,12 @@
+{% set lim = count or 10 %}
+{% set a = articles | selectattr(key, 'in', values) | list %}
+