Showing posts with label holy selmat. Show all posts
Showing posts with label holy selmat. Show all posts

Sunday, October 4, 2020

GLoGtober #25: Myth

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. 

The Death of Attai

Of the childhood of the prophet Attai, much is spoken. It is conceded that he was raised in the wet, hidden places in the north, Herbad or perhaps Kolaj-Denron. A shepherd was Attai, who trained kine in jumping and flight so that no beast would entrap them in its claws. It is said that Attai served well his duty, for in the earliest days he had failed a charge, and said to Rektrine that he should offer his own life in trade. To this, god said only that the fullness of his duty was yet to come. Five years passed, and his heifer died in birth, its child sickly and frail, itself dying that hour. Again Attai offered in trade his life, but the Justifier refused him. And when Attai became a man, his mother dead and his tears fresh fallen to the grass, he set out to travel through Selmat and was called the weeping prophet.

In that time the successors to Elijah had fallen to folly, and the wastelords ruled much of the byways and roads, for the lords of Holy Selmat had been prodigal in turning them. Attai the religious courts advised that they should spend the money that had been given to them to build thick strong walls, instead of the gold mosaic and baubles of their custom. But the prophet was not heeded, and the judge Hensiah told him this: “Who are you to command us so, we who are most high?” And Hensiah told the kings of Selmat to ignore the prophet Attai and his family, and provide them no succor, and the hearts of the kings were hardened, save Eliyahu of Apres and Corsum of Apres and the executor of Marit. 

And in three years the legions of the wastelords roiled, and broke upon the walls of Apres and broke upon the walls of Marit, but when they met with the forces of Luto they entered the city and put many to the sword, and there was a great wail heard throughout Holy Selmat. Weeping Attai came to Hensiah and said: ‘See now what you vanity brings to the people, Hensiah. Can a mosaic keep out an invader, or a bauble?” And the judge grew hot with anger, but his fear grew larger still, and he bowed before the prophet and said: “I hear you, oh voice of Rektrine the infertile, and admit my folly without reservation. What shall I command of my people?” And Attai grew still and wept no longer, though his despair abated not, and the prophet said “It would have been better to build strong the walls to protect us, but now ten times that cost have you incurred. Go out and form from the faithful an army, and I shall lead it to victory at Gath.”

And Hensiah agreed and left the prophet to fulfill his wishes, but he lacked conviction and as soon as he had done so he came to the wastelord Sozreman and said “This prophet has made a great deal of trouble for my people, who want only peace within their walls. Vouchsafe Birit and Ckem-Sudam and Nidhgon and Skarbor, and I shall confer on you the lands of my God elsewhere.”

So when Attai led his people out of the city, he was attacked, for Hensiah had shown the children of Sozreman where to find him, and convinced him to fight not at Gath. For three hours the wastelord’s men harried Attai, and a thousand Selmatis died in the first hour, a thousand in  the second, and a thousand in the third. Hensiah told Attai this: “Oh prophet who weeps for the death of a wren, your tears are fresh and fresh again for the men each who die this day yet need not. Your people are far fewer now, and it would be better to ask for peace, since we might live.”

The weeping prophet struck him a blow with his knife and said this: “What has the law to do with peace? It is for your account that death fats itself here. Go feed it.” And he rose again and in the second blow smote Hensiah the judge. Attai rode his chariot to where fighters fiercely gnashed, for each man was needed, and the loss of one may set the day to loss. But like a shepherd rode Attai, who shielded his people and led them on, so that Sozreman could not entrap them, and in the fourth hour the Selmati had prevailed over him and his people.

In time the armies of Attai swelled with the spears of the righteous, and like a cloth that strikes stain away he did battle with the wastelords on the byways of Holy Selmat. By Algol he defeated Kuruc. By Birit and Ckem-Sudam he defeated the Anevi Sursalai-Ta. By Shade-Sherat he defeated Talaiman and his brothers. At Gath he defeated Sozreman and Rugal and Retze and Yenzar and Jether. Everywhere he went the prophet wept for those slain in battle, but everywhere he went the prophet brought death like a hard-parted gift.

For five years Attai scoured the byways, until he sent out a missive to the priests of the wastelords, the servants of Iron and the naga kings and the twins Szel and Yetz and Sozreman. The prophet offered to Rektrine his own life in trade, that mercy may be bought them, but this could not be. Before Gath he invited them to a symposium space, and when they came he put them to the sword, he and his five sons striking with strength granted to them by the builder of souls. And when from fighting he emerged, Attai was covered from the top of his head to his knees in the blood of the priests, save those spaces besides his nose where the tears had kept clean his face.

And for some time Attai was blessed in the eyes of Rektrine, but he forswore his station. He practiced not the law of the god and instead returned to husbandry, selling his cattle on the days of the Sabbath as though it were any other, and smoking often from a pipe in an unscrupulous way. Attai who had been a prophet paid no tribute to any king or ruler, and offered only meagre offerings at the small shrine in his home. 


Tuesday, May 26, 2020

Whose Gods are These

When I began work on my Holy Selmat setting, I felt strongly that religion and gods would be central to the campaign, and I've tried to take the method forward with me. It prominently featured three major religions, including over a dozen relevant splinter groups. I don't like the idea of a god who is a mascot for a very strict domain. I like the idea that gods will mean a lot, as represented in complex mythologies. Would you call Odin a "fate god?" Would you call the Christian god a "weather god?" In the interest of showing my work, this is how I do it:


  1. Make a name. It doesn't need to be a good one. Example: Xapt, a bad name that I'm going to roll with.
  2. Start coming up epithets and titles. Think of how many names Christians or Jewish people have for their deity. Since this is fantasy, we should focus on evocative names that characterize this new god. Like with step one, these names don't need to be clever. Evocative positive words work: Renewal, Comfort. Titles that indicate favor: The Hopeful Pilgrim, Sanctifier of Wombs. some great and specific boast: the Endless Chorus, the God of Excess, One Who Hopes. Some allusion to not-yet existing metaphor: the Ploughshare, Of Leaves Born.
  3. From this, we stew and think a bit about what this god seems to be about. I'm getting a utopian vibe and also a sensory one. Once we have better idea about this god, we come up with holy symbols. These aren't just what clerics wave around, they're the imagery that sets out the faithful and marks their shrines and temples. Symbols of Xapt include a bell, tea, boxes, constructed languages, bricks, and ants. Mix the specific with the general. Let the symbols have multiple possible uses and meanings. A bell is a summoning and a warning. A box is a home to the lowly and a stage for the zealous. An ant is an ant.
  4. Establish how hierarchical or distributed worship is. What is the most important holy site of this god, and how does its proximity or distance affect how people worship here.
Once you have an idea of what this god is like, you need at least one group to act as their face in the area where the game is taking place. There should be a conception that many people have different conceptions of how to assuage and serve this god, and rivalries of various sorts. As a rule, you should pick some detail that only matters to members of this faith (the nature of the trinity, minutiae about eating restrictions,) and give it a bazillion spin-offs. There could be:

d20 Religious Sects
  1. a central church that claims general authority
  2. a populist movement
  3. a group within the existing framework that has some kind of political agenda
  4. an isolationist movement that emphasizes fundamentals
  5. a revitalizing movement that wants to return to ancient ways
  6. an exclusionary movement that wants to license and restrict converts
  7. a missionary group, aiming to gather new converts
  8. a group representing aristocratic or elite members
  9. an itinerant group, seeking to do good works
  10. a crusading force
  11. a literary retreat, debating philosophy
  12. an apocalyptic cult
  13. an apocalyptic cult, but with bake sales
  14. a group with a mission against ghosts, demons, and the like
  15. a group with a secular aim, like healing or the production of art
  16. a group that exalts a prophet or saint above all others
  17. a sect that dismisses certain traditional rites as pagan
  18. a spin-off that seeks to merge the faith with another
  19. a cargo cult, idolatrous sect, or other cut-off spin-off
  20. the baseline faith, but more esoteric and with kaballah

Sunday, May 10, 2020

GLOG Fighter Discipline: the Swordwife

Another quick entry into the list of fighter disciplines. This one is fairly straightforward, but leans into the bronze age setting I run. in many settings, the sword is the default weapon, but on the savannah of Holy Selmat or the heath of Mesomergos, it is notable in itself. This discipline also has its own built-in collecting minigame, as players try to gather interesting materials to alloy weapons with at level three. I imagine at that point a character might be carrying several weapons-- a main weapon, a backup, some effective against specific foes, and phosphorus daggers to act as magical torches.
art by Christian Sloan Hall
-SWORDWIFE-
Dedicated to the study of combat, you take violent work as a means of developing your skill. You seldom have the clarity to realize that your relationship with your sword is more important than your relationship with any other person.


Starting equipment: a khopesh or grip-tongue sword, a mattock, a hemione with a lead (treat as a donkey that can carry 2 less equipment slots)
Starting ken: artifice

A: Desperate dodge, Find the opening
B: Bronze tongue
C: Alloy
D: 'Til death do we part

Desperate dodge: Once per combat, you may drop 1d4 items to negate the damage of an incoming attack. These items are randomly selected from among what you are carrying, other than your held weapon and any armor. If you do not have enough items to drop, you fail to dodge.

Find the opening: When attacking foes who attacked you on their turn, deal +1d6 damage and choose whether to strike against their block or dodge score.

Bronze tongue: you can speak with metal weapons of all types, and have a natural affinity with all blades. 

Alloy: You can freely mix multiple different substances in any weapon you forge or reforge, gaining new abilities with each. For each substance beyond what is typical, your weapon gains a point of brittleness. Upon rolling a 20 to make an attack roll with the weapon, it is shattered. For each further point of brittleness, this range increases by one. If you can collect all of the weapon’s pieces, it can be reforged.

Example alloy substances and effects:
  1. Aluminum: weapon can be folded, taking up half the usual inventory slots.
  2. Antimony: you have this weapon with you in all dreams and visions.
  3. Arsenic: target rolls with a +1 on all injury rolls per arsenic strike.
  4. Bismuth: weapon as reflective as a mirror
  5. Bone: +2 to maneuvers used to sunder.
  6. Gold: +1d6 damage against ordena.
  7. Gigre particulate: +1 to hit while under the effects of drugs
  8. Iron: as iron, but requires 1/3 the usual amount of metal.*
  9. Lead: takes up an extra inventory slot. Target saves or takes 1 fatigue.
  10. Mercury: a day later, target tests their constitution or suffers from madness.
  11. Mithril: as mithril, but requires 1/3 the usual amount of metal.*
  12. Phosphorus: weapon now glows in the dark, as a torch.
  13. Silver: +1d6 damage against werewolves and preskeletons.
  14. Zinc: no longer naturally tarnishes


'Til death do we part: As long as you are holding a sword of your own power, you may ignore fatal wounds.

--------------------------------------------------
*Mithril can cut through anything softer than iron, which is somehow remarkably strong. Iron can do likewise, and severs the soul of all it kills.

Wednesday, March 11, 2020

Nephilim? I Hardly Know 'im! [Kaiju OSR Bandwagon]

This is a submission for the ongoing search on the OSR discord for Kaiju rules.

Ancient societies were constantly menaced by kaiju. Angelic beings impossibly tall, animals and gods as vast as continents or worlds, dragons or giants cruel and ancient. Notably, they are dangerous but still usually vulnerable to a demigod's spear. Inspired by these stories and myths, the rules below will create dangerous-but-still-vulnerable creatures. Like a PC in GLOG, a nephil will have to rely on more than their standard abilities to threaten dangerous foes. Nephilim characters should spend their immortality gathering arcane power and temporal domain, or else resign themselves to bully plucky children in the forest.

The Nephilim have templates like any other, but any nephil should have at least one hit die or class template from something else. A giant ox is still an ox, and a giant priest is still a priest. So, the class:
Eart CG. Forever is a long time to have to keep your soul together.

-NEPHIL- (alternatively: Giant, Kaiju, Monster)
For each template you possess as a nephil, you may grow up to five times your current size.

1: Great Form, Eternal Warrior
2: Vast Legs, Eternal Obsession
3: Tide of Flesh, Eternal Reign
4: Colossal Wreck, Eternal Rite

  • Great Form: You take half-damage from normal-sized weapons, and require four times the dose of any potion, drug, or any other consumable in order for it to take effect. Most items no longer take up item slots, but carrying such small things can be tricky.
  • Eternal Warrior: You no longer age. 
  • Vast Legs: Your strides pass over entire lands. It takes you one hour to cross a normal-sized kingdom or other land.
  • Eternal Obsession: Something consumes you and makes you act irrationally. You might horde gold, abide by riddle-wagers, or eat only the offspring of a certain noble line. If you act against this obsession, take 1 hp damage.
  • Tide of Flesh: You no longer strike individuals but areas. Attacks you make now damage everything within 30 feet of your target.
  • Eternal Reign: When you consume your infant child, gain 100 XP.
  • Colossal Wreck: If you are killed, from your body will be born a new world, or at least a major continent.
  • Eternal Rite: No matter how cruel or indifferent you are, your grandeur inspires devotion. Every year, at least one 1st-level cleric will be ordained in your service for each level+HD you possess.


John Gast. No matter how cruel or indifferent you are, your grandeur inspires devotion.

Saturday, August 24, 2019

d10 Economic Exchange Systems and a Draft for Barter Systems

d10 Economic Exchange Systems
  1. Currency (coins)
  2. Currency (coins and notes)
  3. Currency (coins and notes and stock and capital)
  4. Currency (rai stones)
  5. Barter (simple)
  6. Barter (Dzamalag)
  7. Barter (debt)
  8. Gift economy
  9. Stockpile allocation (communal)
  10. Stockpile allocation (tyrannical)


As my first Holy Selmat campaign winds down, I have the chance to look back and tweak things that did not go so well. One convention of the game which I loved in concept but which proved difficult in play is that most of the word does not use currency, and instead the barter standard is common. Players found this endlessly inconvenient, and often tried to juke it, looking for commodities that were “equivalent” to a gold piece, a silver piece, and so on. Worse still, I found it clunky enough that we often skipped over any actual barter and exchange.
So this is the first draft of my new barter economy. One resource which will be relevant to my travelling rules is “supplies.” One supply is enough to sustain one person for five days in food, warmth, water, and the like. Another resource is labor, skilled and unskilled. Unskilled labor can usually get you resources at the rate of one supply every five days, thus working for bed and board. Skilled labor will vary much more, but generally I’ll treat it as yielding two supplies every five days.
So the base denomination is time spent in work, a reality that successful parties will likely avoid. If they have devoted followers, they can reduce their upkeep in cities or even make a profit by finding work for them. 
Yet notably, the barter economy is incomplete. You are unlikely to purchase a sword with servitude or food. You have to engage in classic barter: the exchange of one valuable item for another. In this case I might have there be a simple procedure:
  • Person 1 proposes a trade.
  • DM decides if the trade is very roughly equivalent in person 2’s eyes.
  • If so, person 1 and person 2 test their charisma.
  • If the trade is roughly equivalent, the DM rolls 2d6 to determine if person 2 wants to make the trade, with higher numbers indicating higher degrees of interest. If both succeeded their test or neither did, take the average. If person 1 succeeded, the roll has advantage. If person 2 succeeded, the roll has disadvantage. 
  • On a high roll, person 2 errs on the side of accepting the deal. On a low roll, person 2 tries to get a better deal.
Finally, the gathering of supplies provides an interesting logistical challenge for long journeys. It is wholly possible to wander a month between cities in Holy Selmat, and you can’t carry a month of supplies on your back (One supply is equivalent perhaps to five equipment slots.) Hunting can ameliorate the upkeep, (either skilled or unskilled labor, depending on several factors) but you will need ways to carry supplies even then. This is where porters, carts, mules, and the like come in.

Gathering supplies
  • Bovine, milk: 2 supplies/month
  • Skilled labor: 12 supplies/month
  • Unskilled labor: 6 supplies/month


Harvesting supplies
  • Bovine, meat: 70 supplies
  • Pig: 10 supplies
  • Wheat, bushel: 20 supplies


Carrying supplies


  • Bovine: 20 supplies or one cart or half a wagon.
  • Cart: holds 40 supplies
  • Covered Wagon: holds 60 supplies
  • Donkey: 10 supplies
  • Horse: 10 supplies
  • Mule: 15 supplies
  • Person: 1 supply for every 5 strength they possess
  • Porter: 3 supplies

Wednesday, August 21, 2019

d10 Holy Drugs (Practitioners V. II)

In Holy Selmat, the first gigre was revealed to a village elder in a dream. It was the recipe for a drug that protected holy men and gave them miraculous powers. Since then, different gigre have been invented (discovered? bestowed?) and its use is common even outside of Selmat. The Prophet Ehud is said to have created several skews of gigre.

All drugs follow the same rules. Three times a day while under the effect of a drug, you can spend a "wisp" to either add a d8 to a related test or to use its associated power. Each drug has at least one commandment. Breaking it makes you Unclean, which is a condition that prevents you from benefiting from holy or chemic spells. It also makes you unlucky. If something bad happens to a random member of your party, it happens to you. You must spend an hour ritually cleaning yourself to undo this effect. So:

  • Wine: Helps to resist fear. You can get a feeling of whether divine magic is at play. Attacking your guest or host is unclean to you.
  • Opium: Helps to befriend intoxicated people. You can get a feeling of whether chemic is at play. Manual work is unclean to you.
  • Absynthe: Helps to resist fear. You can get a feeling of whether arcane magic is at play. Attentiveness is unclean to you.

Michael Sztuka Sowa

Gigre is different in only a few ways. It has more commandments, and sometimes has mortal sins. Commiting a mortal sin is like the fall of a paladin, and makes you unclean until you perform an extreme act of penance such as a quest. The upside is that gigres confer a greater power than mundane drugs. If you have are a practitioner, the Selmat equivalent of a paladin, gigres are abundant and have additional uses. A new gigre recipe makes for good treasure.

d10 Holy Drugs
  1. Gigre of Angled Sight: Must remain silent every seventh day. On all other days, must compose a stanza. Must only eat seeds and meat. Indiscretion is a mortal sin. Additionally, you can see around corners but dead bodies are unclean to you.
  2. Gigre of Justification: Must drink saltwater daily and only travel by starlight. Must keep a servant. Gullibility is a mortal sin. Additionally, you have an affinity with lions but the touch of a wolf is unclean.
  3. Gigre of Sensual Embers: Must obey all laws and break bread daily. Must mark yourself with the blood of a relative. Betrayal is a mortal sin. Additionally, menstruation is unclean but if you would become pregnant, you instead gain a temporary level for nine months.
  4. Gigre of Cometary Inertia: Must stay perfectly groomed. Must burn incense in prayer daily. Cannot ride any animal. Malice is a mortal sin. Additionally, you are untrippable and inexorable but sex is unclean to you.
  5. Gigre of Cannibal Honor: Must consume the brain of an intelligent creature weekly. Must give your true name to anyone who asks it. Cannot imprison anyone. Weakness is a mortal sin. Additionally, you are immune to charms and staggering but holy days are unclean to you.
  6. Gigre of Natal Strength: Must carry a weapon at all times. Must abstain from non-gigre drugs. Cannot take another life, even that of a fly. Abandonment is a mortal sin. Additionally, reduce the chance of miscarriage or complications of childbirth by 75%.
  7. Gigre of Licit Work: May avoid sabbath restrictions. This gigre has fewer commandments, but a weak power.
  8. Gigre of Circumlocution: Must keep all secrets. Must avoid direct sunlight when possible. Cannot tell the truth about yourself. Submission is a mortal sin. Additionally, you can pass through walls but entrapment is unclean to you.
  9. Gigre of the Smiths: Must sleep indoors. Must flagellate self daily (1d4 damage). Vandalism is a mortal sin. Cannot be untrusting. You can extrude tools from your body or transmute one to another, but meditation is unclean to you.
  10. Gigre of Revealed Wisdoms: Must engage in hedonistic acts whenever possible. Must accept all challenges and wagers. You get hunches about whether an act would be for weal and/or woe but firelight is unclean to you
A dose of gigre is of comparable value to a potion or scroll. A gigre recipe is of comparable value to a minor magical item.

Daniel Romanovsky
Finally, I present the updated practitioner. This class is a little more complex than average, since it tracks wisps per day as well as spells. Remember, the average intoxicated person can spend three wisps per day.

-PRACTITIONER-
Starting skill: drugcrafting
1: See evil, Plenty
2: +1 CD, Smite
3: +1 wisp, Tribulation,
4: +1 CD, Reckoning
  • Chemic Dice: Charisma is your casting ideal. You begin play knowing two footnotes and three random formulae. More formulae can be learned through study. To cast a formula, you invest at least one chemic die. They work like wizard dice invested in wizard spells.
  • Plenty: You can automatically gather enough ingredients to dose one person with any gigre whose recipe you know per day. You start with knowledge of one gigre recipe.
  • See evil: Name three things which would make someone evil by your standards. As an action, you can identify who before you is evil by this definition.
  • Smite: If a foe is evil, you may spend a wisp of gigre to deal an extra +1d6 damage to that target for the rest of a combat.
  • Tribulation: When you lay low an evil foe, you may immediately use one of your formulae or regain one wisp.
  • Reckoning: When you lay low an evil foe, regain a chemic die.
Practitioner Footnotes:
  1. Smell Drugs: range 30'
  2. Secret Combination: magical convince someone you will keep their secret, but only if you intend to.
  3. Alter disease: can direct illnesses to act differently with a test of charisma.
Practitioner formulae:
  1. Divine Lacuna: A single god chosen by the caster cannot see the target. Lasts [dice] days
  2. Wisp: you gain [dice] more wisps of gigre.
  3. Acute Quintessence: The weapon grants +[dice] to Attack. The next hit deals +1d6+[dice] damage, then the spell ends
  4. Alter Self: Change your physical appearance, 2 CD changes voice to match.
  5. Rubbery Body: +3 AC against bludgeoning. Immune to fall damage and similar things. Amazing contortions. Lasts [dice] minutes.
  6. Shrink: For [dice] hours, target becomes half their size.
  7. Adhesive Spittle: ranged attack to stick target in place for [dice] rounds.
  8. Truth paste: when consumed, cannot lie. 2+ CD, must answer all questions.
  9. Torque: automatically fail initiative and move slowly, but roll advantage on physical rolls. Lasts [dice] rounds.
  10. Transparency: +2 AC and +5 stealth for each CD.


Wednesday, July 24, 2019

From Ruthanq

There are ten great cities in Holy Selmat. Though no book records it and few guess at its name, there used to be an eleventh. It is a city pulled from memory and from history. All the ambiguous horrors, the ones horrific in their ambiguity, roost there. It is the grave of false hyra-kings and unwoven warlocks, the throne of pregnant pauses and the echo of urgent pawsteps. No rumors exist about it, and those few who purport the theory of its semi-existence do not dare to share their fears with most.

Astral servants still remember the vibrant and strange streets of Ruthanq but most fear to tread there now. To them, it is preferable to forget that knowing smile that lighted upon the faces of its long-gone citizens.

c. Magdelena Mudlaff


You cannot set an adventure in Ruthanq. Instead, if a party sets out to find it, PCs will awake some time later with no memory of that brimming void. Roll on the “Time Spent” table to determine how long this jaunt has cost any adventurers, then on the “Fates” table to see what they have washed back into living memory with. But! Do not announce the results until you check the damage inflicted on injury table. Go to town with descriptions of odd injuries. If the damage is sufficient to kill a PC, their surviving companions might come across them in the next couple of days.

(This was made with the Rat on a Stick notion of HP capped at 20. Note you roll a d6 for the injuries table, and higher numbers require increased damage from Fates rolls.)

d6 Time Spent
  1. 1d4 days.
  2. 1d8+4 days.
  3. 1d4 weeks.
  4. 4d6 weeks.
  5. 1d12 months. Roll twice for the party on the “Fates” table.
  6. 2d20+6 months. Roll twice for the party and each of its members on the “Fates” table.
d20 Fates (Roll once for the party then once for each of its members)
  1. You wake up separated from the main party.
  2. Random magic item. Increase damage 1 step.
  3. Random tome. Test intelligence or increase damage 1 step.
  4. Confused hireling or temporary ally. Test charisma to decrease damage 1 step.
  5. Devoted friend or new spouse (1d4-1 class levels) Decrease damage 1 step
  6. Valuable non-magical item. Increase damage 1 step
  7. Significant item lost or broken. Test strength or increase damage 1 step
  8. Addiction to strange drug. 1d4 doses in your inventory. Test constitution to decrease damage 1 step
  9. Exciting new disease!
  10. Unsettling diary with inscrutable entries. Test wisdom to decrease damage 1 step
  11. Pursued by animals. Test dexterity or increase damage 1 step
  12. Knowledge of unsavory spell
  13. Bundle of sealed letters to cities in the country. Decrease damage 1 step
  14. Tied to a dead body. Test charisma or increase damage 1 step
  15. Apparently self-inflicted mutilation. Test strength or increase damage 1 step
  16. Random double-edged mutation
  17. Slave collar. Left hand burned. Test constitution or increase damage 1 step
  18. Increase or decrease fluency in one language by one step
  19. Lose 1d6 letters from your name. (See this link, at “the wounds are grammatic.”)
  20. Roll twice. Save or increase damage 1 step
d6 injury table (death is disappearance)
  1. Not a scratch
  2. Scar or tattoo
  3. 1d6 damage
  4. 3d6 damage
  5. 1d20 damage
  6. 1d20+5 damage
  7. 2d20+5 damage
  8. 3d20+5 damage

Wednesday, May 1, 2019

Iron Wants to Kill You

This is the first in a series of informational briefs of some of the 90 gods in the Holy Selmat setting.

IRON
Belief: Ironism. Adherent: Worshipper of Iron. Collective: All Irony
Epithets: The evil metal, Starmetal
Secret Epithets: Endfather, Conclusion, The Calling One, Sinking
Holy City: formally none, in principle any desecrated holy city of another god.
Holy Symbols: a wavy dagger, a falling star, anything made of iron, a bracelet with 26 beads, a dowsing rod.

Almost everyone on Earth can tell you about iron— that rare metal that when forged is stronger than even bronze, and which severs the soul of all those it kills. Kings execute traitors and other wicked men with iron weapons. This is not out of malice but because they fear facing them again in the afterlife. Because it destroys soulstuff, it is one of the only effective weapons against demons, angels, and ghosts.

Long ago, Holy Selmat itself was enthralled to the Priests of Iron, harsh rulers whose only and most sacred life was the destruction of souls. Their reign ended when the prophet Elijah washed up on the shore, passed their impossible tests via miracle, then called the tide two miles inland to drown them. They were succeeded by the Waste-Lords, who were also quite bad but not nearly as ideological. The Priests of Iron are likely originators of any module-dungeon I would want to incorporate, since they are ancient, they don’t need to adhere to Biritist ideas of what’s normal, and they were malicious enough to do whatever evil thing happened in a given dungeon.

Now, that god called Iron, which is iron, is largely powerless and entirely inanimate, more so a malicious intent than an active threat. Still, just as anyone holding an item made of mithril is holding the blood of Mithras, so is anyone holding an iron weapon holding an evil and ancient god.

The cosmic servant of Iron is a many-limbed beast in the void called Nemesis, who nudges chunks of iron out of their slumber so they may crash into the world. Some say that once all the iron is collected on the Earth, the god Iron shall walk among mortals and bisect every soul. Here’s hoping.

Iron weapons deal +1 damage and bypass any damage resistance. Iron armor grants +2 AC and is difficult to sunder. Some characters have an “iron resistance” ability. This is expressed as a percentage and indicates the probability that, if slain with an iron weapon, their soul will actually survive. The vast majority of people have zero iron resistance.


Some spells learned by servants of Iron:

Dowse: while sleeping, you are vexed to nightmares, visions of the nearest source of iron within [dice]2 miles. If you are not currently in a city, this is probably buried underground. You know the most direct route to the iron.

Execute: When you execute a bound person, regain 1 HP for each fatal wound inflicted, and gain a +[dice] bonus to your next save that day.

Monday, April 29, 2019

Selmati Verse and Writings

When I began my Holy Selmat campaign, one of the players requested a small collection of sayings and writings that they might be familiar with related to the ever-important faith of the party. I was reminded of it while reading this Coins and Scrolls article. It's a neat trick to include textual artifacts like that, especially if you find yourself apt to it, especially if it slots nicely into a campaign theme of textual research.

I won't post most of the readings I offered my players, in part because many of them are blatant rip-offs of Hebrew and Persian sayings or some slightly altered poems. However, below you will find some of the remainder. If the campaign ever concludes, I'll put together a post linking to all the summarized texts that the party has studied. In writing those I got to grapple with the lore in the setting that most interested me and which informed much of what the party has interacted with, though indirectly and changed by years.

The following represents works made in Holy Selmat, as well as by those who left to the continent of Niv, and as such spans a variety of styles and contexts.

(See also Riddles of Holy Selmat and In-Character Monster Manual)
-
“A man may fall many times and get up, if the Translator shall help him. But if he shall attempt to stand on his own, he shall remain fallen and not know why.” -Harlan, prince of Sikoly

“The number 17 is a slanted number, like the roofs of rain-slicked climes, in the style of those who live there. We derive this from the sum of 10+7, where the stability in ten removes some of the potential of the seven, but also from 20-3, where the imperial number (see section 20,) is deprived of an essentializing element. A scholar also sees here 15+2, 12+5, and even 7+7+3, where the power of essentially low-glancing numbers adds into something that is grand without raising its glance. But in these we see also no humble mien. It is a watchtower number, not a penitent. It is a witness to crime...”
-the last section of the uncompleted manuscript of the Book of Aderyn.

"It all fades and falls away
Night-ink seeps through frabjous day
Where all are touched, when all cry out,
The tears, the tearing, the clout of fray.
Each mother bears a smaller child
Each city sacked grows dry and wild
Tongues confuse, all fusion fails
Covered idols rise, profane, defile.
The names of God run thin and strange
Fools the shibboleths exchange
None know the alien, ally themselves
Against forgotten forms, they change."
-Tradition, by Jehu of Jamarta

“10 Beetles and justice are hidden.
Beetles and justice are myriad.
Often are truths occulted
Beneath the rock and the root.

11 Beetles and justice are hidden.
Beetles and justice are many to be forgotten.
Often are truths hidden though they sun on rocks
And serve as roots.”
-The Fates of God, 21:10-11

“315. With one hand you grab at your fresh wisdom, and with the other you grab at your brothers’ throats.”
-the 2,000 offenses against Who Has Forgotten

“The good you do today will not excuse you tomorrow.”
-Harlan, prince of Sikoly, recited at all Sommelier meetings

"An old cat’s stare, a spider’s hair,
The grease from a witch’s frying pan,
The facts and sums from slates of scum
Is how one makes a chemic man.
You need a sad and empty heart
You need a sad and scary plan
To ask the devil for his chart
He made to make a chemic man.
You need a will as strong as God’s
Unaccounted in his plan
The fuzz from pregnant belly buttons
To make that cruel and chemic man."
-To Make a Chemic Man, child's song

Tuesday, April 23, 2019

Some Magic Weapons; d10 plucked organs

The Rose: a stylish, silvered rapier. The basket hilt has a clip to hold a flower like a corsage. Impeccably balanced, and a wielder counts as having a shield.

Weeping Blade: a dull, sturdy haudegen (or "walloon.") When wielded, the sword exudes water. If held by someone who is sad, the water will be saltwater. The hilt is cunningly slicked and shingled to keep the hand dry.

Emptor: an ornate, sharpened takoba. Whenever you trade a magic weapon for a fair price or better, you may imbue this weapon with a duplicated magical effect of the weapon you just sold. If you ever sell another weapon for more, Emptor gains that weapon’s abilities instead.

Timely Bow: a smooth, handsome flatbow. It fires arrows five seconds into THE FUTURE.

Canopic Savior: a chipped, refurbished khopesh. When its blade is dipped in the blood of the recently deceased and a quick prayer uttered, the soul of the deceased is interred in the khopesh. This is actually somewhat cozy, and the spirit can communicate with the wielder telepathically. Only retains one spirit at a time.

Onerous Stroke: an impossibly heavy dagger. It deals damage as though it were some two-handed sword or greataxe. Its owner wakes up fatigued.

Lerato’s Plucking Iklwa: an aged shortspear. When it rolls maximum damage, it plucks an intact organ out of the target’s body. (roll on the table below.) This does not negatively impact your foe until you specifically damage the organ. Hit location does not matter; this thing will suck out your brain through your side.
  1. Your tendons, in a curling web
  2. Your esophagus and tongue, vibrating in wet agony
  3. Your stomach, spilling half-digested food
  4. Your intestines, spilling digested food
  5. Your liver, punctured of bile
  6. Your lungs, deflated
  7. Your bladder, : (
  8. Your ovaries and/or testes, clacking weakly
  9. Your heart, manically palpitating
  10. Your brain, as a feeling of disorientation rushes past  your temples.

Sunday, April 21, 2019

Un-Mystery: A time to keep silence, and a time to speak

My weekly Holy Selmat game is basically just a sneaky way to get my players to write a book report. Their characters have been sent to the holy land to catalogue an accurate account of the lives of the saints, the moral law, and other relevant religious truths. As such, they are resolving dozens of little mysteries. Here's why I'm making so many things un-mysterious.


Un-mystery is at least as useful as mystery for a GM. Of course players are always going to take some things for granted, but when the world definitively tells them that something is true which might otherwise be in doubt, I find it really helps them get into a new mindset.

An example: gods in this setting definitely exist, and they are the source of moral law. The classic D&D character who acknowledge powerful figures like Pelor and Llolth as gods without thinking that fact will personally matter to them would have a hard time adjusting to this world where "evil" is not a cosmological measure so much as an expression of affiliation to one god or another.

Another example: the afterlife exists, and we know what it's like-- some tomes even have political maps of its various nations and features. This lifetime is understood by every faith to be merely the warm-up to what really matters, and iron is used to sever the souls of those we fear facing again in the second life.

These choices help to focus the theme of the setting. It organically encourages characters who are grappling with the implication of serving a definite force they don't fully understand, rather than with apprehension that it might be a lie. This focus isn't because one theme isn't worth telling stories about and another is, but because the investigation and reinforcement of a small handful of themes creates resonant, contemplative stories.

Deception and red herrings are overrated. Most of the documents found in Holy Selmat's libraries are accurate or at least earnest, yet the difficult task of understanding the past offers a rich problem for the players. Lies and schemes offer the possibility of complete solutions; once you find out who is lying, you can work backwards from why to how to learn what actually happened. But when your problem is not the result of malice so much as your inability to correlate a full account of a centuries-long story, you have to accept that some things will never be known to you, and you have to decide for yourself when you have enough of the answer to stop searching.

Oh my, that makes it sound like their research parallels the campaign themes we set up with our un-mysteries. How odd.

Saturday, April 20, 2019

(table) The 36 Names of Angels

Angels are servants of the god Occulat, who created the Earth and the Optical Focus (or "sun" as humans call it.) Her angels send messages, offer tutelage in optics and architecture, and protect the commandments. They are figures of light, fire, and reproach.
They do not save. They know your life is important, but trust that you will be vindicated in the afterlife. The mission is too important. An angel can explicate the meaning of the world, but lack words like "compromise" and "gravity."



Table: d6/6 Angels of Occulat
11. Axiel
12. Refractiel
13. Aspheriel
14. Apeturiel
15. Convexiel
16. Menisciel
21. Planoniel
22. Attenuel
23. Etaloniel
24. Boriel
25. Harmoniel
26. Coheriel
31. Collimiel
32. Illumiel
33. Vitriel
34. Diffusiel
35. Resonael
36. Fociel
41. Polariel
42. Irisiel
43. Nodiel
44. Lumeniel
45. Lucentiel
46. Prismiel
51. Magniel
52. Vertexiel
53. Retinael
54. Convergiel
55. Scopiel
56. Quantumiel
61. Parallaxiel
62. Moduliel
63. Curvaturiel
64. Divergiel
65. Reflectiel

66. Deflectiel