Showing posts with label church. Show all posts
Showing posts with label church. Show all posts

Wednesday, August 6, 2025

Chose you out of World (GLoG Class: Rogue)

 

By the fickle whims of that despot, Fate, I have been doomed to write a class about the French

Class: Huguenot 
Start with: Fine Clothes, 20 Pamphlets, a Sword

Excommunicat: You have been abandoned by mother church, the whore. You may, once per effect, try to dispel her superstitions: 4-in-6 chance for saintly miracles, 2-in-6 for arcane grammarye. God has chosen your fate, and none can alter it. If your fortune is told by magic, you receive one additional piece of information and an injunction by God. You have -2 reaction with Catholics, -5 with priests, and whenever you are reduced to 0 HP by any frenchman, one person watching holds Espirit for you.

Le Roi Huguet: You may call upon the ghosts of those who ought to be elect, but were denied beatitude by the church and lay now in infamous neglect. Each night, you may declare that the town in which you stay is in a ruckus: people waylaid by spirits in the streets, teapots smashed against walls, dreadful nightmares... Fellow Huguenots are unaffected, as are those in holy ground. Each night you do this in a week after the first, +1 in 6 chance townsfolk try to kill you all.

Destined: Your descendants will hold you in esteem, and you may command them as hirelings.

Conventicle: Those you travel with will not be noticed doing any of the following at night: going to the house of a huguenot, singing or praying loudly, posting seditious notices and pamphlets, gathering weapons, going to a brothel or tavern, starting fires.

Revered: On horseback, you may go faster than any military force, so long as there is a military force to go faster than.

Demonstrate: Against a Catholic, you may humiliate him instead of killing. This provokes morale from whatever group he is a part of:

  • The first time
  • When you humiliate a military leader
  • When you humiliate a cleric
  • When you humiliate a quarter of the group
  • When you humiliate half the group
If they fail morale, they lose faith that this is the will of God and disperse. If this happens, each Catholic you humiliated loses half their sway (if they have any) and swears enmity against all Huguenots and you specifically. If their group does not lose morale because of humiliation, they instead go home slightly embarassed and unlikely to bother you again.

 

 

Monday, February 22, 2021

A Cult for Every Monster: A-E

Everything has a Cult these days

Aboleth

Type: Octopus Worship, Mystery/Hive Mind/Parasite Cult (Servant of Madness/Sea)
Theology: Kill the usurper gods, Join the Eternal Clarity of the Mind Lords
Benefit: Secret Knowledge, Psionics, Plentiful Fish, oblivion, Mutation
Rarity: *

Angel

Type: Celestial/Saint Worship, Mystery/Catholic/Solar Cult (Servant of Good)
Theology: Immortal + Light = god / Hear the Words of the Lord's Messenger
Benefit: Blessing, Secret Knowledge, Afterlife
Rarity: *

Animated Armor

Type: Cargo Cult/Idolatry, War Cult (Servant of War)
Theology: Bring your offerings to the warrior god and his servants, and you will be protected.
Benefit: Powerful Warrior, A Deity at your Command
Rarity: ****

Ankheg

See Dire _____ but with more bugs and rocks
Rarity: *****

Awakened Plant

Type: Nature Worship, Fertility Cult (Servant of Nature)
Theology: The Ancient One dispenses their wisdom/He is lord of harvest
Benefit: Protection, Increase in Harvest, Wisdom
Rarity: **

Banshee

Type: Ancestor/Fairy Worship, Cthonic Cult (Servant of Death)
Theology: Propitiate the Herald of Death, Honor the shepherd of souls
Benefit: Ward off Death, Secret Knowledge, Curses, Katabasis, oblivion
Rarity: ***

Basilisk

Type: Beast/Ancestor Worship, Cthonic Cult (Servant of Stone/Death)
Theology: Venerate the Perfect Idols, Feel the Holy Gaze
Benefit: Katabasis, Ward off Death, Oblivion, Big Fuckoff Monster
Rarity: ****

Centaur

Type: Beast/Nature/Charisma Worship, Fertility Cult (Servant of Nature)
Theology: Children to the Barren (ew)/The messenger of Nature/The Perfect Horseman
Benefit: Fertility, Increase in Harvest, Animal Kinship, Powerful Warrior
Rarity: ***

Chimera

Type: Beast Worship, Mystery/War Cult (Servant of War/Monsters)
Theology: Holy Abomination, Give Us Strength
Benefit: Secret Knowledge, Mutation, Big Fuckoff Monster
Rarity: ***

Cloaker

Type: Beast Worship, Parasite/Thief/Cthonic Cult (Servant of Night/Monsters)
Theology: Hidden lord of night, king of bats, sneaks, and thieves
Benefit: Beneficial Parasite, Stealth, Protection from mimics
Rarity: *****

Cockatrice

See Basilisk, but with more Birds
Rarity: *****

Coatl

Type: Beast/Celestial Worship, Mystery/Fertility/Solar Cult (Servant of Good/Dragons/Blood)
Theology: Holy Egg which shall hatch into messiah/sacrifice blood to stop the end of the world
Benefit: Secret Knowledge, Increased Harvest, Kinship with Snakes, Afterlife, Avert Armageddon
Rarity: *

Cyclops

Type: Beast/Charisma/Cargo Worship, Cthonic/Fertility/War/Mystery Cult (Servant of War/Smiths)
Theology: Son of the titans, have mercy on us!
Benefit: Big Fuckoff Monster, Fertility
Rarity:***

Demons

Type: Beast/Devil Worship, Cthonic/Fertility/Parasite/War Cult (Servant of Evil/Fire/Blood)
Theology: Descend the pit, Rule with Blood, IÄ! IÄ!
Benefit: Pleasure, Fertility, Secret Knowledge, Strength, Summoning, Katabasis, Afterlife, etc.
Rarity: *

Devils

Type: Devil Worship, Cthonic/Civil/Mystery/War Cult (Servant of Evil/Law/Blood)
Theology: According to "The Compact of Power", bylaw 14, we are rightly slaves to MOLOCH
Benefit: Slaves, Strength, Secret Knowledge, Summoning, Ward Off Death, etc.
Rarity: *

Dire ____

Type: Beast/Nature Worship, Fertility/War Cult (Servant of Nature)
Theology: KING OF BEASTS KING OF BEASTS KING OF BEASTS
Benefit: Victory, Big Fuckoff Monster, Mutation
Rarity: **

Djinn

Type: Elemental/Fairy worship, Mystery/Civic/Cthonic Cult (Servant of Creation/Elements)
Theology: Behold the Splendor of their cities! Adore their Pure Spirits!
Benefit: Slaves, Secret Knowledge, Wealth
Rarity: **
 

Doppelganger

Type: Fairy/Octopus Worship, Mystery/Thief Cult (Servant of Trickery)
Theology: It will change endlessly, and Never be satisfied
Benefit: Shapechanging, anonymity, Secret Knowledge
Rarity: ***

Dragon Turtle

Type: Dragon/Beast/Octopus worship, Cthonic/Fertility cult (Servant of Sea/Dragons)
Theology: Turtles all the way down
Benefit: New piece of land, Katabasis (elemental water plane), Big Fuckoff Monster
Rarity: ***

Dragon

You probably already know what dragon cults are like
Rarity: *

Drider

Type: Devil/Ancestor/Saint worship, Cthonic/Thief cult (Servant of Lolth, duh)
Theology: Its a big spider lady, close enough to Lolth
Benefit: Big Fuckoff Monster, Spidery Blessings
Rarity: ***

Dryad

Type: Nature/Fairy Worship, Fertility Cult (Servant of Nature)
Theology: Something, something, Princess mononoke
Benefit: Improved crop yields, protection in woodlands, secret knowledge
Rarity: *

Elemental

Type: Elemental Worship, Mystery/Solar Cult (Servants of Chaos)
Theology: Before Everything, there was pure matter. We serve its emanations.
Benefit: Big Fuckoff Monster, Secret Knowledge, Elemental Blessings
Rarity: **

Ettercap

See Drider, but with more primordial giants

Ettin

See Cyclopes, but with more duality
Rarity: ****

 

What's Going on Here?

The above list is a general outline of possible cults where the central figure is a monster. 
Type is a classification meant to reflect the nature of the cult and the object of veneration. Split into three sections [X Worship, Y Cult, (servant of Z)]. The cult may be convinced to direct their veneration to a greater subject of the same type. As well, the cult may worship their venerated object as a servant of a higher power, as indicated in the parenthesis. 

Boring List
  • Ancestor: Worship of great dead people
  • Beast: Worship of Fuckoff Huge Monster (normally in vain to pacify them)
  • Cargo: Worship of Works of the Past/Foreigners
  • Celestial: Worship of Angels and Celestial Beings
  • Charisma: Worship of Someone Who Should Really Know Better
  • Devil: Worship of the Actual Devil
  • Dragon: Worship of big fiery lizards
  • Elemental: Worship the Elements, which comprise and order the world
  • Fairy: Worship of Capricious Trickster spirits
  • Idolatry: Worship of Something Wrought by your Hands
  • Nature: Worship of an Embodiment of Nature
  • Octopus: For some reason people worship this horrible octopus that hates them
  • Saint: Worship of Someone in Paradise
Slightly more interesting list
  • Catholic Cult: Approved by the Church, mostly servants
  • Civic Cult: Centers around Law, Kingship, and Prosperity
  • Cthonic Cult: Centers around Darkness, Stone, Wealth, Madness, Death
  • Fertility Cult: Centers around Growing, Sex, Food, Sex, Wine, and Sex
  • Mystery Cult: Centers around Secret Knowledge, Transcendence, and Enlightenment
  • Parasite Cult: Centers around "Beneficial" Parasitism, Leeches and such
  • Solar Cult: Centers around the Sun
  • Thief Cult: Followed by thieves and Criminals
  • War Cult: Followed by Warriors, Centers around Iron, Bloodshed, Courage, and Madness
Theology is the things that the congregation believes about the venerated. What it is, how to obtain blessings, the nature of those blessings, eschatology and afterlives, etc. Only brief snippets are given here, with alternative beliefs separated by slashes.

Benefit  is the things that the congregation believes their deity actively blesses them with. Items in Italics are blessings that may or may not actually come about, but are believed to be given out regardless.
(Katabasis is the idea of descending into the underworld to consult the dead. Most times this just results in death)

Rarity is a measure of commonality, reasonability, and response from the deity of a cult. 1 star means it is basically already a deity (or would set itself as one) and reasonable polytheists would probably worship it (e.g. Angel, Aboleth, Nymph). 3 stars means that it is reasonably awe-inspiring, but either doesn't care for, or can't benefit, worshipers (Banshee, Chimera, Centaur). 5 stars means that it is both ridiculous and harmful in a way that cannot be propitiated (Cockatrice, Cloaker).

Thursday, June 18, 2020

Ritual Purity Rules

I gotta write this before Arnold does
Based on some recent posts by Arnold K and some older posts on Whose Measure God Could Not Take, as well as the content of Purity and Danger by Mary Douglas.

Ritual Purity is a concept present in most world religions. It is often conflated with, though far less often actually identical to, Morality in the context of world religion. It is, of course, concerned with the distinction between pure and impure, clean and unclean. Generally this is important because being unclean is a dangerous state, or a state unfit to preform necessary or socially acceptable activities. An unclean person is not an evil person or a damned person*. It's the difference between, say, an altar-cloth with a pentagram pattern and a altar-cloth which had someone accidentally bleed on it. One is detestable, the other is simply currently unfit.

Uncleanness is most often spread via physical contact. For instance, in Judaism, it is unclean to touch the dead, or to touch someone who is diseased. Sometimes you become unclean simply from yourself, such as in the case of menstruation or nocturnal emissions. Sometimes you become unclean from necessary activities, such as giving birth or butchering an animal. Sometimes a group of people is naturally unclean, and becomes ostracized.

And of course, there are ways to become clean. Bathing. Sacrifice. Time. Unless, of course, you are inherently unclean.

Ritual Purity almost always has some effect relating to religion, as the name implies. Most often, priests must be clean to go about their duties. Offerings must be clean (or sometimes very unclean), lest you call wrath upon yourself. Magicians, depending on the culture, either had to be very clean or very unclean in order to work their magic. According to Mary Douglas, some amount of purity was always required of the Indian upper caste and those who interacted with them.

Now, some rules.

Purity Scale

[unclean/clean things in square brackets may be substituted in the list on player choice]

  • Immaculate: You are almost too pure. The spiritual forces of the world ingratiate themselves to you, and the presence of gods is comfortable to you. Sometimes kings make sacrifices to you. It's really quite inconvenient. Gain 1 [magic], which you can use to cast *any* spell. Alternatively, with a short and well known ritual, you can gain the service of a lesser spirit permanently (this causes you to become unclean). When you become unclean, you take 1d6 damage. If you die before becoming unclean, you trigger a divine cataclysm which consumes the surrounding area (which definitely will kill your allies and level/blight/erase nearby towns). Alternatively, you become an amazing human sacrifice. If anyone can sacrifice you to the gods without causing you to become unclean, they gain two levels and a minor wish (this is vaguely known to everyone who passes a contested wisdom check). Things which are unclean: touching another human, touching dirt, eating, wearing dyed clothes [crying or laughing, walking, having another look on you, talking].
  • Pure: You are pure enough to interact safely with divine things. The requisite level of knowledge and wealth needed to maintain this state probably qualifies you to be a priest in a pinch. Sometimes it qualifies you to be the center of a cult. If you can already cast spells, you can cast as though you were one level higher a number of times per day equal to your level, and have +1 on two saves of your choice. Things which are impure to you: Mud, touching Clean people, being wounded, eating meat [speaking above a whisper, speaking less than a shout, wearing mixed fabrics, entering a tomb, drinking alcohol]. Things that make you more pure: blessed springs, miracles, a month of fasting and intense baths, actual fire. 
  • Clean: You are pure enough to interact at all with nobility. Most normal people occupy this space, and most of the rest are clean ~30% of the time regardless. No effect. Impure things: Shit, Sex, Blood, Dead Bodies, Being Sick, Eating Impure Things [Stagnant water, having a beard, not having a beard]. Purifying things: a day of heavy washing, confessing sins, being anointed with oil, using a talisman, abstaining from sex and alcohol for a week.
  • Unclean: It's mildly rude to talk with clean people. Spells have a X% chance of not working, where X is every hour you have been unclean. Impure things: Necrophilia, touching untouchable people, Coprophagia, demonic food, murder, rape, making unclean sacrifices [tanning animal hides, smithing, vagrancy, leprosy, becoming a scapegoat]
  • Untouchable: You are considered disgusting by society, and are heavily discriminated against. You may not be allowed to enter stores or inns, and you certainly can never be seen by a priest. Nothing is more impure than you, and you cannot become clean except by incredible extraneous circumstances. You receive 1 [magic] which may be used to cast impure spells which regenerates at midnight. You can expend this during downtime to make a wealthy-level wage in some impure craft. If you choose to be a member of the untouchable caste at character creation, you get two [magic] instead.

Monday, February 12, 2018

Excerpts from The Five Towers Codex*, as compiled by Sophos the Stylite

One of my players, I think. He probably read this book.
  1. "Between the three souls of body and the four souls of spirit lies a sinew of considerable strength. This being the appendage which death, with sickle or sword, cuts. By gode or evil, this sinew may be made strong to refuse release even as the body decayes. As the bodey, the sinew must be fattened to keep strength, but the gall of bodey cannot flow. Thys being the reason few of gode faith live in rot, while many of evil eat men and souls."
  2. A Symbol of Rite is known, which may lock the towers to the spirit. On [missing]... living man, this may lock the fifth tower. It is said that it is made out of herbs and gild when paint'd on the man or corpse.
  3. Men claime two of towers are truly oubillets, but men have not seen the [missing]... truly towers which reach to helle. Of the fifth some say it spans sidelong, while others say it goes heartwise.
  4. On the fourth floor of the fourth tower [missing]... great trysure and witchery.
  5. Of gostly and bone frights, little thought is to be given. Many weak souls can not bring forth a bodey. They are of nature as shep or rams, much the same as the least being of elyments. They remain as souls who are weak to climb.
*It should be understood that The Five Towers Codex is not the Gaian holy text The Five Towers, but rather a commentary on it studied mostly by wizards, poets, and weird priests. The Five Towers simply details burial rites and prayers, and surprisingly says little of it's titular towers. The most it says goes along the lines of Take five keys and enter five towers, or lay here longer as long as the sun shines (When a copy of the text is found, I shall add this line in the original high gaian). It is generally accepted that two towers go to heaven, and two go to hell. Great theological debate surrounds the fifth tower, along with its destination.

Friday, September 8, 2017

A Dungeon

Dungeon

Probably can be placed in most settings. Levels 0-5. Very small.

The Exile's Tomb

  1. The Offering Room: 25ftx25ft Dead flowers, apple cores, and bread husks are scattered around. Difficult check finds a talisman (detailed at the end). Doors on the north and east end (Prince's room and Gestalt tomb respectively). entrance on the south wall. Info: the bodies and souls of those exiled from their homes and denied judgement often make their way here, and it is a regular duty of church-affiliated adventurers to purify the souls within.
  2. The Prince's Room: 20ftx20ft Statue in the center (man with sword, eyes crudely scratched out) above a coffin. 1d4 shadows, or other level appropriate incorporeal undead. When defeated, statue crumbles to reveal 10sp/gp (whatever is standard) and a longsword (damage dice one step higher for 1d6 days). Info: This room is generally inhabited by the followers of a long dead prince and his line. The sword found in the statue was once a sword lost in the swamp surrounding the tomb. Most of the adventurers that come to the tomb don't enter the prince's room, seeing it as unnecessary.
  3. The Gestalt Tomb: 25ftx50ft. Lined with stone coffins (corpses only have junk). Each time the room is entered, 50% chance to wake up the combined ghost of the common dead (friendly, knows nearly everything about the dungeon, wants to be purified. possible warlock/cleric patron). Exits on the east wall (Family and killer's room).
  4.  Family Tomb: 20ftx20ft. simple trap in front of entrance. Richly decorated coffins (10 sp/gp if gold leaf is removed haphazardly). 25% chance 1d3 will rise as zombies if tomb is desecrated. 10 sp/gp in on bodies. Info: tomb of a rich merchant family, exiled for treason.
  5. Killer's Room: 20ftx20ft. Initially sealed, unsealed by gestalt ghost. Pitch black coffin in center. Phantom emerges. If killed, drops Mad Book (see end) and a +0 cursed dagger (curse of dm's choice). Info: A madman was laid here; he was essentially Jack the Ripper. Adventurers should be advised that this room is dangerous.

Treasure

  • Talisman: When carried by, or directed towards, a dying creature, that creature automatically makes their next death save. In addition, any psychopomps or spirits they may be fighting in the ethereal world are reduced to half health. The Talisman breaks after one use.
  • Mad Book: A scroll book containing two random warlock 1st level spells. Casting either of these spells for the first time causes 1 point of wisdom damage.

How do I use this?

It's a dungeon. It's best when it is the first dungeon the players encounter. The rooms are designed to sort players into their party roles: The Prince Room, Gestalt Tomb, Family Tomb, and Killer's room provide helpful/necessary items to fighters, clerics, rogues, and magic-users respectively, with challenges to fit their niche. It's simple, but it's also the first dungeon in the game.

[This was sitting in my drafts for a while, and I figured I should publish it since it fits this month's RPG carnival theme]

Thursday, May 18, 2017

Demons and The Great Sea

I have previously discussed the goddesses of The Moon, The Earth, and The Underworld in my post about the Moon World. In addition to this, I spoke of the basic structure of the worlds (resembling nested spheres) and the method through which creatures are reincarnated on these worlds though action. While I had before discussed only the world above the earth, I shall now discuss the world below the earth, and the earth itself.

Known Lands

In the South
The Earth, as known by the Church of Gaia, is dominated by The Great Sea, around which all civilization was formed. The known world is bounded on all sides by an immense desert, called the Dirge Lands, which is inhabited by all sorts of barbarians and cultists. The Dirge Lands' temperature ranges from intense heat to bitter cold, and all sorts of ruins can be found there. 
One of the more civilized residents of the Dirge Lands
On the western shores of the The Great Sea lies the many Elfin kingdoms and villages, whose wars with each other seem emphatic and arbitrary. Dwarfs find their native lands on the mountainous islands of the eastern bay. Humans find themselves confined to the arable area to the south; their Holy City, Cerulemen, where the Church of Gaia is centered, on the eastern end of their crescent territory. Other independent human settlements can be found in the arid north, as well as all around the Dirge Lands, for they have an unnatural aptitude for those inhospitable places.
One of the less civilized, subjugating a powerful demon
The human lands are rife with both demonic and angelic incursions, due to their communication with the heathen Dirge Lands; their association with the Liminal goddess, Gaia; and their multitude of gateways to the Lands Above and the Lands Below, including Muldhagha. Due to this, and their apparent barbarism, the elfin and dwarf lands fear the day when the human lands are cured of this affliction, when the Church of Gaia and the Barbars of the Dirge lands would wage war against them.
The Geograph of Cerulemen

The Lands Below and their Residents

The Underworld, known by wizards as Cthonus and by Poets as The Lands Below, is the source of all demons, devils, and their ilk. Just as The Land Above, the Lunar Sphere, the Land Below can be reached two ways: Reincarnation, where lifetimes are spent in suffering before becoming a demon; or Dungeoneering, as opposed to flight. Dungeons near The Great Sea and in the Dirge Lands occasionally naturally connect to the Underworld, though the transition is gradual. Even dungeon builders don't know if they will connect to the underworld, and it might change over time according to the alignments of cthonian stars.

The Goddess Cthon

She has been here for two aeons. She used to rule The Earth. She used to rule the Moon. Some believe she used to rule the whole thing, from the very highest sphere. Some people think she will rule the whole thing, from the very lowest sphere. Those people are heretics, for the Church teaches there is no highest sphere, nor lowest sphere. Whatever is may be, She's starting to enjoy it.
There is a pleasure in horror, at least if it is in someone else. There is a pleasure in trickery, as long as it is on someone else. There is a pleasure in pain, as long as it is with someone else. 
Messenger

Digression: Cults


Not all cults of the Dirge Lands worship Cthon. In fact, very few do. She is ruinous and self-serving, and anyone with passing contact with the church knows that. However, quite many serve her, and even more speak with her. 
There are three main categories of cults in the Dirge Lands: Cults of the New Aeon, Cults of the Dire Earth, and Cults of the Arcane Sky. Cults of the New Aeon wish to bring about a change in the divine power structure, whether to bring Cthon to be the earth goddess, to bring Gaia to be the moon goddess, or something of that sort. The Church of Gaia opposes a great majority of these movements, though a few priests support pushing Cthon to a further underworld, hopefully bringing a kinder goddess up. 
The Cults of the Dire Earth worship any one of the goddesses, not necessarily Gaia. Their distinctive characteristic is that they worship some aspect of that goddess that is not endorsed by the church. They are named as such because the largest of these cults worships Gaia in her Wrathful Form. Some leaders of the church, in times when the faith is wavering, endorse this cult, and they are occasionally employed as an inquisition or as crusaders.
The Cults of the Arcane Sky mainly study the movements of the skies on all three worlds and derive magic this. They occasionally worship the goddesses, especially Selene, but a majority are nuetral. Most of the wizards on the Great Sea are instructed in their monasteries, towers, and conclaves. Due to their neutrality, they are on friendly terms with most of the elfin and dwarf kingdoms, and the Church treats them with respect. (/digression)

Demons and Devils

Just as the angels are constructed to serve Selene and other heavenly rulers, the demons and devils (collectively fiends, or Daemons if you are a poet/wizard) are grown for Cthon and her vassals. I say grown because, unlike angels, fiends occur naturally in the underworld, but are cultivated by Cthon for certain purposes. Like a dog, Cthon has taken the archetypal fiend and created a multitude of types.
Due to the diversity of their kind, those who catalog them classify them by their traits, rather than their specific type. For instance, an imp is any fiend which is naturally very small, a lemure is any low level fiend which is naturally like an ooze, a kalke (from the tome of beasts) is any fiend which may produce a powerful magic only in a large group. These are not mutually exclusive: there may be an imp which is a kalke, or a lemure which is an imp.
These labels also can refer to a specific breed, like how "cat" can refer to a lion or tiger, but generally refers to a house cat. If speaking about the specific breed, the prefix "common" is used. For instance, the "common Imp" refers to a small, red, flying devil which hunts through temptation. Other fiends of a similar type can be named in the same way, adding descriptors as necessary.
The Common Greed Imp, also classified as a asura and daeva
Many church officials refuse to give such classification. These officials are generally found in areas that are devoid of fiendish incursion. In places where the land is more plagued, the churches will document much more, in an effort to outsmart them. These frontline churches often hire both Dire Earth cultists and Arcane Sky cultists, one to fight the fiends as they appear, the other to predict where their appearances will be.

Underworld Geography

Due to the machination of powerful infernal creatures, the underworld is unmappable on the large scale. The general appearance of explored areas in the small scale reveals a land of deep chasms containing dark forests, plateaus of  magma and dark rock, and constant rain which burns the skin (some speculate this is the comparatively holy water of the Great Sea). There are great cities where souls lie in torment, and ruling each of these cities is a dark lord. Some interesting places that seem permanent are the Abyss of the Lost, the Ocean of Leviathans, the Great City of the Palace of Cthon, and the Tower of Muldagha.

((I know you already have stats for demons and devils, stop being greedy))

Friday, April 28, 2017

Things in the Moon World

What is the Moon World?

The earth is encapsulated by many, many crystal spheres, called the heavens. The sphere closest to the earth is the Lunar sphere, and on the surface of that sphere is the Lunar World. The Moon, the one we see, is a hole in this sphere, as are most of the stars (Some of the stars are holes punched through more spheres than the Lunar sphere. Mercury, for instance, is punched through two spheres, the lunar sphere and the mercurial sphere. Other planets are similar). In addition to spheres above the earth, the earth itself is a sphere with a multitude of spheres below it, that we know as the hells. The Moon World is dominated by a fertile desert of silvery sand and dark water, but not all areas on the Moon World are like this. Its like the ocean; most of earth is covered in it, but some of the most interesting places are not. These places include the Land of Pillars, the Solar Reach, The Country of the Selenians, and the Forest of the Night.
Dark Waters

How Do I Get to the Moon World?

The easiest way is to die a good man. The Moon World is basically heaven, so you'll go there if you reach nirvana, become a saint, something like that. Then you'll live a few lifetimes there in beautiful bliss. You'll go native, forget that you ever lived on earth, and try to work towards going up another level. 
If you want to get to the Moon World without reincarnating several times, you will probably get on a rocket or cannon. Then, you are shot through the largest hole in the lunar sphere, the Moon. However, you will probably be attacked by legions of celestials.
Silver Sands

How do the Moon People Feel About Us?

The newly reincarnated view us with grace and pity. However, they really can't express this as they are spending a short eternity in ecstasy and bliss. Those that have lived a few lives there view us with judgement and contempt. We are to be avoided or we might corrupt the good and decent folk up there. Incursions are to be dealt with swiftly and harshly. reincarnation is encouraged and accepted. If any celestial petitioners are sent to help the terrestrial sphere, they will be of the newly reincarnated, so we aren't murdured instead of help. Essentially, we are demons to them, albeit pitiful ones. They are the humans, in their mind. They have their own angels from the mercurial sphere. Demons similarly are formed from human souls, and view themselves as humans and view us as angels.

Who Rules the Moon?

The moon is ruled by She who Looks Down on Us with Grace, Selene. In a similar way to the souls reincarnated on the moon for their goodness, Selene used to be the godess of earth, but ascended because of her skill at producing good mortals. Gaia occupied the position of Moon Goddess before, but she was cast to earth to make way for Selene (Gaia doesn't really like Selene). The sphere directly below us, the underworld, the infernal sphere, is ruled by the goddess Cthon, who is really bad at producing good souls, and that's why we don't have any demons reincarnating into humans. I'll write about Cthon and the underworld later.
Earthly Servants of Selene

What can I Fight?!

The Blissed

The first thing you'll fight on the moon will probably be the legions of newly ascended souls. Their touch spreads agonizing bliss and, if you take too many hits, makes you forget about the lower world. The pain from fighting might give them clarity about their past lives, though to them this will seem like a vision of hell. 

HD: as commoner with exploding dice. Defence: as cleric. Attacks: +3 to hit, 1d2 psychic caress
  • Beatific Touch: When The Blissed collectively do 10 damage to one target, that target makes a saving throw or fall into helpless bliss, which lasts until the next long rest. When they deal 30 damage to a target, the target must make a saving throw or forget about earth.

  • Horrific Awakening: When The Blissed, or one of those that took an effect from Beatific Touch, take maximum damage from a weapon, they take an additional 1d6 psychic damage and then re-roll their reaction dice and become a commoner. This dispels any effect given by Beatific Touch
    Like These Except Really Happy

Pyrotechnic Angels

Angels are constructs built by Selene and other powerful moon-dwellers to house the souls of the souls which have reincarnated several times, and can no longer manifest their forms. These particular angels are used as shock troops, due to their volatility and distracting presence. Generally, the most wrathful and inspiring souls are used in these angels. They resemble rolls of paper, which unroll slightly into a small, flat figure with simple cut-out appendages, covered in glyphs and colorful ink. If they are burned heavily, or close enough to the roll, which contains magic explosive powder, they explode into dazzling, powerful humanoid forms for a short while before dissapearing. Their magic power is a potent drug as well as an explosive, and counts for all purposes as a soul. Their paper halves the cost of copying your next spell.

HD: as fire elemental. Defence: as fire elemental. Attacks: +5 to hit, 1d4+1 slashing damage (special)
  • Dazzling Form: When The Pyrotechnic Angel takes fire damage from one attack equal to the number of its HD, or is reduces it to 1/8 its hitpoints, it makes a save (which it can, and likely will, choose to fail) or combusts into flame, dealing Xd8+3 radiant or fire (whichever is more effective) damage per attack, where X is the damage that the last fire attack dealt. It also gains immunity to fire and radiant damage. It persists in this form for a number of turns equal to its HD minus half the damage the last fire attack dealt, after which it fades and vanishes. It can also choose at any time to voluntarily combust.
    Probably Not Like This

Bismuth Angels

Like Pyrotechnic Angels, Bismuth Angels house a veteran soul. They are used as guardians and builders, and their touch creates strange order. They house creative and steadfast souls. They vary wildly, from the size of a pixie, to a crystalline behemoth. Shards of their crystal can be used as an arcane focus, or holy symbol, and it grants +1 AC and +1 to the relevant spellcasting score when casting conjuration and illusion magic.
HD: 1d8 Defences: as Earth Elemental or Iron Golem, with weakness to thunder & damage. Attacks: Xd6 piercing, cold, or force (whichever is more effective) (special) 

  • Original Forms: Bismuth Angels roll 1d6 to determine size (1. tiny 2. small 3-4. medium 5. large 6. huge) and roll 1d8 to determine their number of hit dice.
    Yeah
  • Crystallizing Touch: The Bismuth Angel's attacks deal damage equals to their number of hit dice. When this attack first hits a bloodied creature, increase their AC by 1 and halve their speed. 
    Also Yeah
  • Creative Harmonies: Each round, the Bismuth Angel can, as a Move action, create a crystalline structure with an volume up to (5*(6-the result of the size roll)) Ft^3. This construction lasts for a number of turns equal to their HD.
    If you want, I guess? I Guess???
There are other angels, such as Selenite, Sand, and Abyss Angels. For variety's sake, I'll talk about other creatures.

Giant Fucking Marine Invertebrates

What else would you find on the moon?


But Larger
You can probably find stats for these. Giant Isopods and other chitinous creatures are used by souls that are between Blissed and Angels, conscious and human-like, for food and armor. Giant slugs are bred for beauty, docility, and size. The powerful, human and non-human, will create a sort of living, moving gardens out of exceptionally large and beautiful slugs. Sea Pigs are used as breeding grounds for giant snails, which are used like dogs to hunt or herd dangerous or useful creatures respectively. Sea cucumbers are bred for waste management. Squid, octopi, and cuttlefish are psuedo-sapient and are revered as seers and prophets. 

Greys

Yeah, why not? Here, they are known as Selenians. They cannot comprehend other spheres, as they are not of human souls. As such, they fall through stars like we fall down invisible wells. They are completely blind in terrestrial light, though they can operate acceptably under the light of the moon and stars. Those who survive the fall and aren't killed as a monstrosity spend their nights gazing upwards, seeing straight through to the lunar world above. They occasionally try to modify cattle and other livestock to resemble the invertebrates of the lunar world. If this is unsuccessful, they will starve on the meat of earth. Stats as commoners, though they might have some weird tech or magic.

I think that's alright. done.