
We’re having trouble getting the podcast files off of Google Drive, so Episode 6 is going to be delayed. We’ll update you when we have more.
Sorry about this.

We’re having trouble getting the podcast files off of Google Drive, so Episode 6 is going to be delayed. We’ll update you when we have more.
Sorry about this.

We wrapped up recording of Episode 6 of the podcast last night! We finished talking about the valka (at least for now). We also took live questions via Discord for the first time! Hopefully, that’ll become a regular feature, too! Very exciting times here at the podcast!
Stay tuned for Episode 6 on Tuesday, Sept. 24!

It’s Thank You Thursday! Thank you to everyone who has followed us here at Radio Free Covenant!

(Having trouble with the pronouns? Check out this post, and be sure to tune in to the latest episode of the podcast while you’re reading it!)
Sean again. Earlier this week, I told you about the thk’kok. Now let’s look at some of the traits that you’ll use to make them in Covenant.
Keep in mind, by way, that these traits, like everything else on this blog, are subject to frequent and massive change. Take a look at this post on how character traits are classified, in case you forgot.
Species Trait: Thk’kok
Thk’kok are about six to seven feet long and about four to five feet tall (size 5). Their four arms and four legs let them make more attacks and help them climb and wrestle. This trait is worth 1 advantage to bids that can benefit from a large number of hands or limbs.
Gender Traits: Depends on Age
Thk’kok can choose Male, Female, or Transition for their gender trait. I was going to have each gender give its own advantages and disadvantages for thk’kok characters, unlike most sapient species. However, I’ve decided to shelve this bit and do some research on gender – especially how to handle this correctly in a game – before proceeding with this part of their design.
Outlooks:
Nations
The thk’kok have a unique set of traits called nations. These are ethnic groups with a cultural identity that is far stronger than anything seen in humans. Each nation has its own set of abilities that are only available to its members or to characters who are “adopted” into it. These nations will include:
Domains:
That’s about it for the thk’kok. Come back next week for everyone’s favorite bunch of survivalists, refugees, and religious fanatics. That’s right, we’re going to see how humanity has fared in the 28th century.

(Having trouble with the pronouns? Check out this post, and be sure to tune in to the latest episode of the podcast while you’re reading it!)
Sean again. We’ve introduced you to the calerre (part 1 and part 2), the chiroptim (part 1 and part 2), and the acoes (part 1 and part 2). Now it’s time to meet the thk’kok!
As always, remember that everything on this blog is subject to frequent and massive change. That especially goes for the thk’kok, because they’re the hardest ones for me to envision. Partly it’s because there’s some things about them that I don’t want to reveal (yet), and partly it’s because they’re so alien.
Appearance: Like I said, thk’kok are probably the most alien-looking species in Covenant. They have a long thorax covered in shaggy hair and with eight legs, each with two elbow-like joints. The rear four limbs end in feet with three mutually opposable toes, while the forward four end in hands with three mutually opposable fingers.
Thk’kok normally only use their hands to manipulate their environment but can, with practice, learn to use their feet as well. This makes them expert climbers, as well as dangerous opponents in hand-to-hand fights. Their backs sport a pair of thin, leathery wings. These wings are too small for them to fly, though a few are able to glide with them.
Their heads have four solid-colored eyes. Two are designed for depth-perception, while the others are designed for wide-angle peripheral vision. However, a thk’kok can – again, with practice – learn to focus a pair of eyes on a separate object, allowing them to aim and fire two weapons at the same time.
Their lower jaws split open, much like a trap door. This reveals a hollow, harpoon-like tongue.
Thk’kok rarely wear clothes. Their thick pelts keep them warm. Instead, they will tattoo their limbs and head, which are hairless, and will braid the hair of their their shaggy coats with beads, leather thongs, ribbons, wires, and anything else they can find.
Reproduction: Thk’kok are viviparous and sequentially hermaphroditc. They are born male and begin to transition to female at about 20 to 30 years. This transition period lasts, depending on the amount of care and availability of hormones, anywhere between 5 to 10 years.
Biology: Humans often called thk’kok “bugs”, based on their appearance. Thk’kok are not insects, though. In fact, they don’t really have any analog to Earth organisms, besides being warm-blooded and bearing live young.
One of the main differences between the thk’kok and Earth organisms is their diet. The tissues of their wings contain photosynthetic cells that allow them to survive on less food. When they do eat, they shoot their hollow tongues into their prey, pumping in digestive juices, and then sucking out the liquefied innards, much like a spider.
Another major difference is their lack of vocal cords. Thk’kok can normally only communicate via clicks and glottal stops. To send messages over long distances, pastoral thk’kok will use bone and wood whistles of different pitches. Thk’kok who live among other sapient species will also often get laryngeal implants that allow them to speak “normally”.
Psychology: Thk’kok psychology is at its most alien on their homeworld of Slice o’Heaven. Pastoral thk’kok here don’t have a real sense of individuality, and the first person singular doesn’t exist in their various languages. Instead, most will refer to themselves as “this one” or as their role in their tribe or group (e.g., “this warrior”, “this technician”, “this mother”, etc.).
It should be noted, though, that this appears to be cultural, not biological. Thk’kok raised or living amongst aliens will develop as strong a sense of individuality as any human’s. Sociologists theorize that this is a survival adaptation to the unique challenges presented by Slice o’Heaven.
Lifespan: Thk’kok have an average lifespan of 40 to 50 years on their homeworld Slice o’Heaven. This lengthens to about 200 years off-planet and up to 1,200 years in the Covenant.
History: The calerre contacted the thk’kok approximately 120,000 years ago. At that time, the thk’kok were both technologically advanced and very hostile, wiping out the Covenant’s first contact team almost to a man.
Not much is known about the thk’kok from this time, though. When the Covenant returned, the thk’kok homeworld had been devastated by a huge explosion in its southern hemisphere, and the thk’kok had been reduced to a Stone Age level of technology. Whatever happened, it both wiped out most of the thk’kok’s records from this time and created two powerful entities – the Mother and the Worm that Burrows in the Heart of the Mother, also known as the Worm – that would seize control of the planet’s history.
Now, the thk’kok are just as intelligent and adaptable – possibly more so – than humanity. However, the thk’kok on Slice o’Heaven remained in the Stone Age right up until the present day. This is because they have been caught in the middle of a war between the Mother and the Worm, which has suppressed their development.
To make matters worse, humans from the Terran Federation settled on the thk’kok homeworld about 400 years ago and quickly enslaved much of the planet. (The name “Slice o’Heaven” is the human name of the planet, not the thk’kok name) These human settlers were nostalgists who longed to recreate Earth on their new home, and so attempted to terraform it. This created three areas on the planet:
The thk’kok resistance retreated into the Red Zone, where they continue to fight the human invaders to this day. As for the Mother and Worm, they have stayed out of this fight for reasons of their own.
Abilities: The thk’kok have two main species abilities:
Handles: These are single words that I use to try to get a handle on the thk’kok.
That’s about it for now. Swing by Wednesday when we show you how to roll up a thk’kok character.

You learned what the valka are and why you shouldn’t piss them off last episode. Now Sazzy’s going to go into:
This is definitely deep lore stuff. It might not make it into your game. It’s good to know it, though. These might have happened thousands and even millions of years ago, but they’re still making their presence known today.
Also, apologies for the sound quality. We’re still trying to get our bearings here. Hopefully, this won’t happen again.
So, what did you think? Do you want to know more about the valka? Leave a message here or drop us a line at radiofreecovenant@gmail.com, and if we like it, we’ll respond on air. Remember, if you don’t tell us what we did wrong, we can’t fix it.
Don’t miss the previous episode of Radio Free Covenant, Meet the Valka, Part 1.
Our announcer was the dulcet-toned voice actor Markus Phoenix. You can reach him at Markankhamen@yahoo.com.
Interstitial music was Worst Sound by Gowler Music at https://gowlermusic.com/ and https://gowlermusic.bandcamp.com/. Used with permission.
Outro music was Speed of Light by Lyvo at https://www.facebook.com/LyvoOfficial/ and https://lyvomusic.bandcamp.com/. Used with permission.

Roll20 is a godsend for gaming podcasters. You can have your weekly game open in one window and your podcast open in another. That’s exactly what I did tonight to get Episode 5 ready.
It still needs some work, but expect Part 2 of the valka from Sazzy sometime tomorrow.

Sean here. Between work, recovering from work, and designing Covenant, I don’t have a lot of free time to read. I hate to admit this, but listening to podcasts has really been the only intellectual stimulation I’ve had for a while.
Some of these have been integral to Covenant’s development. Others have helped me develop the ideas that I wrote about in my novel Crossing the Line. So I figured, why not share?
Today’s podcast is the Behind the Bastards episode The Bastard Manifesto: if authoritarianism is a virus, then Alan Dulles was an anti-vaxxer and fascism is a cancer. What’s not to like about that?
Sean here. I’m going to slow our roll a bit on both the blog and podcast:
Thanks for being patient with us as we sort things out here. Hopefully, slowing things down will allow us to put out a better podcast and blog, as well as better novel and game.

Sean here. While researching Covenant, I decided that I needed, for whatever reason, to figure out what a roleplaying game is and how the differ from other types of games, like computer games. I put that to my gaming friends, and one of them (I think it was John, Roll20 has apparently eaten the message) gave me this interesting scenario.
Imagine a rope bridge spanning a deep gorge and separating your character from the monsters. My friend John said that, in a roleplaying game, you could tell the Dungeon Master (DM) that you want to burn the ropes holding up the bridge with a fireball spell, and the DM would decide whether the ropes would burn and if the bridge would fall into the gorge. The DM could even decide to have the monsters walking across the bridge when you cast your fireball because, well, he’d almost have to.
I mean, come on. It’s a rope bridge. What else are those things good for in a game, if not for pitching mooks into a bottomless pit?
You can’t do that in a computer game, though, said John – not unless the game developers programmed the bridge’s ropes to burn. That’s not necessarily a detail that the devs would think of or have the time to program.
That’s the main difference between roleplaying games and most other types of games: a referee who can make it up on the fly.
Dungeons and Dragons (D&D) is considered the first roleplaying game. It was created by Gary Gygax and Dave Arneson, both wargamers. Gygax brought his Chainmail wargame, which had a fantasy supplement for elves and fireballs, and Arneson brought the Braunstein-style wargames that he was playing the Twin Cities area, and somehow out of that Gygax created D&D.
That’s the official story, at least.
While I was researching my roleplaying game, I decided to do some casual research into the first roleplaying game. What I found ran against D&D’s official story.
Gygax’s Chainmail was just a wargame. It was skinned for fantasy wargame, but in the end it was a fairly standard wargame without roleplaying elements.
Arneson was a different story. His Braunstein games had everything I’d associate with a roleplaying game, including:
Keep in mind, this wasn’t some kind of Bernstein-and-Woodward investigation. There was no man-on-the-inside, no Deep Throat, no midnight meetings in vacant lots and parking garages with a pistol in my pocket. Instead, I used Google when I had the time, and sometimes not even then.
But it did nag at me.
This recent article in Kotaku by Cecilia D’Anastasio, Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax, crystallized those dobuts in my mind. Here’s a long quote from D’Anastasio’s article:
Chainmail, or more specifically its fantasy supplement, is widely considered to be the prototype of D&D. This is stated in all the books: in the Gygax biography Empire of the Imagination, in the graphic novel Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, and in Playing at the World. It’s stated in the articles, the forum posts, the oral histories. Despite all of this, Chainmail was decidedly not a role-playing game. It wasn’t structured around campaigns. There were no experience points. Characters weren’t acted out, or represented as being anyone other than the player.
In his Minnesota basement games incubator, Arneson ran a game of Chainmail. He loved the medieval setting and the fantasy trappings in the supplement, and played the game consistently for about a month. One day after the game of Chainmail had wound down, Arneson was at rest, binging five monster movies on Creature Feature weekend, gobbling down fistfuls of popcorn, playing with some graph paper, flipping through a Conan book.
Chainmail, he thought, could make for a solid combat ruleset for a more expansive sort of game, an ongoing one like Braunstein. That restful day, Arneson idly considered bringing Gygax’s new combat ruleset into the developing game tradition he and his friends were carving out: role-playing.“There will be a medieval ‘Braunstein’ April 17, 1971, at the home of Dave Arneson from 1300 hrs to 2400 hrs with refreshments being available on the usual basis,” Arneson advertised in his wargaming group’s small-circulation newsletter, Corner of the Table Top. “It will feature mythical creatures and a Poker game under the Troll’s bridge between sunup and sundown.”
Players took novice characters—“flunkies” in their terms—and implanted them in Blackmoor, a medieval setting of Arneson’s own invention. Arneson’s map of the town perfectly resembles an early Dungeons & Dragons map, with roads and wilderness that eventually give way to a central, barricaded town. Giants roaming the land would send the players scrambling for the safety of the town. Later, there would be evil wizards and castles and gold, dungeon exploration mechanics. Chainmail’s armor class and hit point mechanics, Stormberg says, Arneson expanded on to fit Blackmoor’s gameplay.
According to Secrets of Blackmoor, on that April day in 1971, Arneson gathered his friends around his ping-pong table, on which he often taped down a layer of brown paper maps. What transpired there, three years before the creation of Dungeons & Dragons, could very well have been the first-ever session of a fantasy tabletop role-playing game. There were no complicated miniature armies, no rulers, no graph paper. It was dice and imagination. Arneson played the “referee,” like the one in the rules of Braunstein, who conjured descriptions of what the players saw. For the most part, the game existed in Arneson’s head.
I’m not saying that Gygax was the Steve Jobs to Arneson’s Steve Wozniak. Gygax was capable of designing games, and you could argue that Arneson’s game would never have made it to a wider audience without Gygax’s drive.
You could even say that these aren’t Arneson’s ideas. Braunstein was invented by David Wesely, one of Arneson’s friends, and the idea of refereed wargames goes back at least to Charles Totten’s 1880 book Strategos: The American Game of War.
Arneson does deserve more credit, though. Maybe he didn’t invent D&D out of whole cloth, but his innovations were critical to its development.
I’m not sure why I posted this. Maybe it was to take advantage of something that’s currently in the gaming zetigeist.
However, it is good to know that my hunches about one of my favorite hobbies was correct, too.