This is What I mean when I say D&D
Sep. 5th, 2012 11:13 amThe Setting –
This game will be played in the magical land of Hylan – a chaotic place where many, many kinds of creatures and beings make their homes. Within Hylan are many kingdoms and territories ruled over by different peoples, cultures and races. For now – this needs filling in – whatever you want to bring to the table has a place in the land of Hylan. Our game will begin at the source of the River Prashnilivar where you have been sent (for some reason) to explore the Unknown City – a strange, inaccessible place that no-one returns from.
Some brief notes on the setting’s history –
Long ago the many deities were locked in a mortal conflict that destroyed much of the world and themselves with it. The world has slowly recovered but still lies largely in ruins. As the old gods were killed off – their names, their power and their worshippers and culture vanished with them. What remains of the world is ruled over by those few and strange gods who were not involved in the conflict that wrecked the world. Because of the strange elements that they govern the world itself has grown somewhat stranger.
The Gods, Their Worship & Their Gifts –
Turbayad – The Sea God
- Symbolized by its avatar/proxies the Starfish, Mollusks, Crabs and Sea-Urchins
- Spiritual Instruction is based upon perseverance, regeneration, survival and the tides
- Individualistic Worldview – highly competitive, it rewards those who overcome/defeat others
- Rites – consuming another animal – up to and including cannibalism, having many, many children, baptism & bathing, sprinkling of holy-water
- Sacrifices - only living creatures will do, they are to be eaten or drowned
Hypnum – The Dream God
- Symbolized by two eyes, one opened the other closed, sometimes by three eyes, with two closed and the third opened.
- Spiritual Instruction is riddle-laden & intensely personal/mythic. Emphasis is upon perceiving & even existing in alternate realities and the experience of hypnogogic states
- Solipsistic worldview & peculiarly ambiguous concerning one’s role in the world or society – largely an existential philosophy
- Rites – Sleep, psychedelics, trances & hysterical fugues. Refusal to accept reality. Fortune-telling
- Sacrifices take place in dreams, they are highly significant, often in the form of personal memories
Bacter – The Soil God
- Symbolized by Worms, fungus & decaying/rotting matter
- Spiritual instruction relates to the unity of all things through the under-woven mass consciousness arising from bacteriological neural-networks
- Communal/Hive based worldview – all are seen as having some role or contribution to the whole. The social order relies heavily upon emergent consciousness & ‘metabolism’
- Rites – Burial of the dead, defecation & coprophagy, the spreading of infectious agents
- Sacrifice is of any dead or dying organism, burial in the ground of anything dead. Personal sacrifices include exposure to pathogens
Veras – The God of Lost Things
- Symbolized by rats, magpies & sometimes a small object of value – e.g.: a jewel or a coin
- Spiritual instruction favors personal redemption through self-discovery, personal trials & self-denial
- Compassionate indifferent worldview, benign acceptance – all are searching for something
- Rites – concealing & stealing articles of value, discarding personal effects, losing things
- Sacrifices must be very precious items and are usually sacrificed by burying & hiding them.
The Gods and Magic Powers –
The gods grant their worshippers abilities in line with their worldviews and philosophies. The performance of minor works requires the performance of one of the god’s rites, greater miracles require a sacrifice.
Example Works
Veras – Concealment, Stealth-spells, invisibility, illusions
Bacter – telepathy, speaking in tongues, inflicting diseases
Hypnum – Causing sleep, dementia, altered states
Turbayd – taking on a war-form, healing/regeneration, creating water
Other kinds of magic –
Because of the void left in the spiritual planes by the destroyed gods there is a vast quantity of power that exists within the mythopoeic vacuum. Since there is no guiding anima to all of this power it can be accessed and commanded by those with very strong wills and the knowledge of the special words, phrases & gestures required to make it go. This requires almost superhuman concentration and the use of this magic has a few complications and some perils –
1st – Because of the complexity involved and because of the absence of the guiding hands of the gods – once an effect is loosed it vanishes from the caster’s memory. To re-use the magic it must be stored in an elaborate written form and memorized anew.
2nd – Relying heavily on the same effects or same type of effects essentially begins to draw the caster down the path of the old-gods and they will begin to take on traits and qualities associated with the powers in question. However, being mortal they are not capable of accepting these stigmata and may suffer very adverse effects – e.g.: a wizard who throws a lot of fire-spells may begin to smoke, or burn, his extremities eventually becoming charred until he disintegrates into ashes.