Thursday 25 February 2021

Deck of Many Fates - Tarot readings with magical effects

 The results of yet another silly idea, "what if I wanna have a different type of Deck of Many Things in a game. A type that doesn not completely fuck over things but would still be interesting for players to mess around with and with potential to cause shenanigans".
Or, well, I did not explicitly set out to do exactly that but I ended up with results for the cards that are much lower power level than the original Deck of Many Things both because the world I run my games in currently is atleast aiming for the low-magic grim fantasy kind of theme, and because I'm a coward when it comes to flat out adding large scale destruction and ascension to godhood to my games.

The deck presented here is largely based on actual tarot deck imagery and most card effects atleast very loosely tie into how those cards are sometimes read.
Roughly half of the cards in this deck affect a person tho whom they are being read. This can be either another person, another PC, or even the reader themself if they are doing a reading alone.
I chose to make the cards a bit more interactive with the world in this way because I felt it would create interesting moments where a party member give another PC a reading and the results might afffect either one of the characters or even both in some cases, but also because I wanted to make the deck be something that can be used several times and that supports drawing several cards at once rather than being about drawing single card at a time and having them disappear after granting their effect.



Deck of Many Fates

Old and worn deck of cards, the edges all frayed and the faces of the cards full of small scratches presumably resulted from sliding the cards across or on a coarse surface. The images on the cards are somewhat faded in their colours and in more than one spot there's small doodles on them either to draw in features that have been worn out or to add some extra ones.

When giving a reading with this deck, consult to the card effects below. A reading can consist of any amount of cards which's effects will stay active untill another reading is given. There are four extra cards in the deck on top of the traditional major arcanas of tarot, these can be represented by one card from each minor suit if you wish to use actual physical deck of cards.

  • I. The Fool  - The image of a minstrel waltzing off a cliff with no care in the world, distracted by the bright sun.
    The person to whom this card is read will survive unscathed from the next time they would suffer falling damage.       
  • II. The Magician - Pictured here is a professor hunched over a foaming vial in laboratory that's drawn in astounishing detail.
    The person to whom this card is read will find themself knowledgeable about the next subject they hear anyone pondering about.   
  • III. The Hight Priestess - Depicted is a woman dressed in flowy robes laying atop a moon, a cencer hanging from her out stretched hand.
     The person to whom this card is read will find themself unable to act the next time they're in the presence of someone they recognise as holy.       
  • IV. The Empress - The image in the card is that of a noble woman holding a glass of wine, sitting down with a flower in her hair.
    The person to whom this card is read will have others bend to their will within reason as long as they perceive those people to be below them in social status, likewise the person tho whom this card is read cannot oppose those who they perceive as above them in social status.     
  • V. The Emperor - King sitting on a mighty throne with a stern expression, a bloodied sword and a severed head, both resting against the throne, have clearly been added as an addition to the original art.
    The person giving the reading for this card will be able to command whoever they are reading to with the authority of their king once.
  • VI. The Hierophant - A Depiction of lavishly dressed priest giving a sermon before a group of people, the bottom of the card is covered in small scribbles of names worming up all the way to the backs of the people on the card.
    If the person to whom this card is read shares a name with one of the names scribbled on the card (2-in-6 chance) they will slowly grow to admire the person giving the reading, eventually to the point of devotion and worship. 
  • VII. The Lovers - The picture is of man and a woman in fancy suit and dress, sitting there facing each other with a spear that they don't seem to care about piercing both of them by their chest. The person giving the reading for this card will share the next amount of damage they would take with whoever they read this card to, and vice versa.
  • VIII. The Chariot - Depicted on the card is a beautifully painted chariot with no horses, a spear rest against it's side.
    The person to whom this card is read will find themself driven to be on the move soon, wether they wish to or not. (By monsters, bandits, tax collectors, angry nobles etc.)
  • IX. Justice - Pictured on this card is a dwarf pulling a longsword from the earth with both hands firmly grasped around it's hilt, in front of him on the ground lays a halfling perhaps waiting for his judgement.
    The person giving the reading for this card learns one sin the person they're giving the reading to has committed.
  • X. The Hermit - Snowy mountain range, underneath which a man is sleeping all curled up.
    The person to whom this card is read will experience uninterrupted rest the next time they lay down, and will only wake up after fully rested.
  • XI. The Wheel - On this card is a picture of a jester tied to large wheel, three daggers have hit the wheel while one has sunk itself to the jester's arm.
    The person to whom this card is read will find themself extremely lucky in everything they set out to do for the next three days, but on the third day all of their successes will be paid for in misfortune. The opposite is true for the one giving the reading.
  • XII. Strength - Holy warrior wrestling a wolf, the animal looks ferocious but the man is pinning it down with his bare hands.
    The person to whom this card is read to will find strength within themself whenever doing something perceived as heroic by themself (+2 to str mod when doing heroic stuff). 
  • XIII. The Hanged Man - The faded image of a man hanging from a tree by his foot, he looks up at his tangled foot and looks somewhat annoyed.
    For the rest of this reading, all the effects are reversed to affect the other person instead (So if card would affect the reader it affects the person to whom the card is read instead and vice versa).
  • XIV. Death - Almost comical looking depiction of death on his scrawny and malnourished pale horse staring into the far horizon.
    Both the person giving the reading and to whom this card is being read are suddenly aware that one of them must die for the other to keep on living. (If reading this card by oneself, the person becomes painfully aware that they must end their life.)
  • XV. Temperance - Picture of a reserved lady throwing away the contents of a goblet into a much larger vessel.
    The person doing the reading for this card and the person to whom this card is read will be compelled to balance out whatever they have the largest difference in (wealth, level, hp, etc.).
  • XVI. The Whale - This card is titled "The Whale" but the artwork resembles more of a rotting snake coiling around itself, if snakes had heads shaped like that that is. 
    When this card is revealed, anyone witnessing it can feel their guts sinking almost as if suddenly falling. Water turns foul and muddy.
  • XVII. The Tower - Depiction of a classic wizard's tower with the top few floors of it exploding from the inside and crumbling down. 
    The person to whom this card is read will lose something they are carrying with them but will find double it's value in silver later on.
  • XVIII. The Stars - A woman pouring the contents of two large vases into a lake reflecting the stars.
    The person doing the reading for this card gains the effect of the earlier revealed card (or next one if this is the first card in the reading).
  • XIX. The Moon - The image here contains two dogs howling at a full moon in front of two towers, half of one of the dogs have been drawn in after being worn out.
    The person to whom this card is read will develop a madness that they can mostly supress, except for during night time
  • XX. The Sun - This image is of a highly stylised sun smiling down on a field of flowers, with people dancing in a circle down on the field.
    The person to whom this card is read may re-roll one of their Hit Die, and do so with one die size larger than their normal Hit Die.
  • XXI. Judgement - Depicted is a firey bird alight in flames and rising from a fire, the bird's beak is open in a cry of triumph or pain.
    The person doing the reading for this card has to choose either themself or the person they're doing the reading for, after which that person will be absolved of the last sin they've committed after experiencing punishment for it by the universe. (No-one will recall the person having committed that sin afterwards.)
  • XXII. The Land - A great empty plain with high mountains crowning it in the horizon.
    The person doing the reading for this card can revert one thing about the person they are giving the reading to to it's original state if they so wish.
  • XXIII. The Giant - Image of a large man posing triumphantly, four times the size of the others standing by his feet.
    The person to whom this card is read will find that anyone under their leadership will not falter and will follow them even to certain doom.
  • XXIV. The Mountain - Incredibly well detailed depiction of a mountain range as seen from above at a slight angle, misty and snow-covered mountain tops rising towards the viewer as shadows demonstrate their sturdy ridges.
    The person to whom this card is read will somehow gleam the moment of their death from the reading, giving them the ability to try and avoid it. (The PC can force a re-roll the next time they would die from result of a die roll.)
  • XXV. The Sea - Deep dark blue sea, raging and foaming with stormy clouds hanging over it.
    The person giving a reading for this card will find themself fascinated by the shapes of the waves drawn on the card that seem almost like they are moving and will develop an obsession with water, wanting to see the patterns it makes as it moves. This may lead to madness over time.
  • XXVI. The Pit - Depicted here is a well with no walls, a deep pit with pavement around it, as seen from almost directly above with no bottom in sight.
    The person to whom this card is read will be able to exchange all their current levels for levels in another class of their choosing, rolling their new hit die and keeping whichever hp total is higher the new or the old one.
The list of cards and their effects can also be found as a google sheets document over here:
https://docs.google.com/spreadsheets/d/1zYuUI36BB8A-hdTA8kTp4OVxychjFfeBd0J6S4W-7t8/edit?usp=sharing

Monday 15 February 2021

World in a 1d100 "I Loot the Body" table challenge

 I mentioned this in passing on the OSR discord server and it seems that Locheil of The Nothic's Eye blog already jumped on it here before I even managed to complete mine that I had started to slowly work on after doing the thirteen items challenge.
But, nevertheless I have now finally managed to push mine brainjuices to produce enough entries to fill a d100 table of random bits and bobs that one might find when going through dead bodies in the world of Land and Sea (I really need to make up a better name for the setting), and I challenge anyone else reading this to make one for a game or setting of theirs.

"I Search the Body" - 1D100

  1. Handful of small red crystals, clear and see-through. Smooth all around with ripple-like texture inside
  2. Rags wrapped around a tree branch to form a makeshift torch
  3. Drawing of a swirling mass of fishes forming a snake-like figure
  4. 2d6 copper coins and 1d4 silver coins
  5. Brass Knuckle
  6. Well kept dagger, wooden handle has shallow intendations for the wielder's fingers to rest naturally on
  7. Glass bottle, contains lamp oil
  8. Slightly dented tip of a spear, the shaft is missing
  9. 50' of rope, frayed at one end
  10. Small polished piece of metal, likely a makeshift mirror
  11. Thick leather coat with extra padding for protection
  12. Holy symbol of the church of Varchic, a circular silver pendant with slightly raised edges to symbolise the pit
  13. Dried meat and herbs wrapped in oil-paper
  14. A clay jar, contains pickled carrots and onions
  15. An assortment of beautiful buttons. Some are silver while others are simply polished metal or other non-valuable material
  16. Lantern, sides covered in translucent leather rather than glass
  17. Crude sewing kit wrapped in small piece of oily leather
  18. 1d4 candles of varying sizes
  19. Small rectangular piece of wood with a hinge connecting it to another wooden rectangle. On the inside of one of the wooden bits is a painted depiction of some saint, and inside the other piece are carved the names of three days
  20. Small animal bones bundled together with a string
  21. Flint and steel
  22. Pouch with 3d6 worn silver coins
  23. A concealed switchblade. The handle is wooden and smooth from years of use, and the blade is chipped
  24. Half faded piece of parchment with sketches of weird combinations of men, women and fish
  25. 1d4 apostles of gunpowder
  26. An improvised set of simple lockpicking tools
  27. Empty waterskin
  28. Old looking tinder box, dented and worn to a shine
  29. Front fang of a bear
  30. Necklace, rather standard craftsmanship. Both the necklace itself and it's chain made of silver
  31. Set of prayer beads with an odd looking additional bead at the end
  32. Lucky rabbit's foot
  33. Assortment of dried herbs, smells of cinnamon and the warmth of ginger
  34. A pair of dice, bone
  35. Handful of nuts and dried berries
  36. Carved pipe and small pouch of loose tobacco
  37. Herbal salve in small clay jar. Smells faintly of freshly cut grass
  38. Small leather container with bandages, a scalpel, thread, needle and a tourniquet
  39. Bottle of cheap alcohol
  40. Worn book of prayers, gray covers adorned with single golden vertical line and the contents detailing lifes of saints
  41. 1d4 rings, jewelled with cheap gemstones and fashioned out of copper and silver
  42. Steel sword, prayer of rest etched onto it's blade
  43. Studded brown belt
  44. 2d6 arrows in a leather patchwork quiver
  45. Iron-reinforced leather boots
  46. Torn jacket with reinforced paddings
  47. Waterskin filled with salty seawater
  48. Talisman made of three bones tied to single string, with notches on the bones
  49. Keyring with two keys, one small and rusty and the other bulky and very simple looking
  50. Assortment of peculiar looking mushrooms
  51. Wooden shield with iron bandings
  52. The toe bones of Saint Mienin, the patron saint of those cast away. Always looking to be in posession of those who cannot return to where they come from
  53. Ear of an elf
  54. Powder horn with 1d8+2 shots worth of gunpowder left
  55. Small copper goblet
  56. Small crumbled piece of parchment containing the last two clauses of a spell at the top, rest above them has been torn off
  57. A golden needle that you just pricked your finger on, ouch!
  58. Small vial of holy water
  59. 1d4 gold coins hidden somewhere on the body (In it's boot, woven into it's clothing etc.)
  60. One black candle. Has a hidden message wrapped around it's wick inside the candle wax.
  61. Shiny fork, two black feathers and a pearl from a necklace
  62. Dried up rose with pricly thorns. Will slowly sprout back to life when stabbing spirits or those influenced by them
  63. Set of two daggers, one with bone handle and the other with charred wooden handle
  64. Hip-flask with amber-coloured liquid inside, tastes sweet and warms the body
  65. Perfectly smooth and round stone like a sling bullet, always warm to the touch
  66. Waterskin filled with foul swamp water
  67. Three wooden nails. Nail a spirit to an object with one and they will be bound to it for as long as the nail remains in place
  68. Small locket with two teeth inside
  69. Braided brown beard with few silvery adornments
  70. Torn-off notice with details of an elf posing as human with a reward listed at the bottom
  71. Red crystal, clear and see-through. Roughly the size of a fist with sharp edges and ripple-like texture inside
  72. Old flintlock pistol that looks like it has been used as a makeshift club
  73. Bundle of long strands of hair, either horse- or humanhair. Several clay beads are woven into the collection of strands
  74. Deck of tarot cards with rather whimsical art style, the Emperor and Hierophant cards are missing
  75. Small fish skull encased in translucent layer of wax. Crushing the skull after warming the wax enough for it to be malleable will result in the skull reforming itself after short amount of time
  76. Cracked compass, keeps pointing south-east
  77. Passage clearly torn from a book, detailing the compatibility of human bodies with certain aquatic lifeforms. Praises someone named Grahm for their excellent discoveries and the furthering of "our" research
  78. Fishbones, several full ones
  79. Highly detailed nautical map, extending way past the shorelines
  80. Single gold coin, with the face side of it almost entirely scratched off
  81. Femur fashioned into a flute
  82. Small glass vial with yellow liquid inside, corked with a dismembered finger. The dismembered end of the finger points inwards and makes contact with the liquid where it looks to be constantly sizzling
  83. Handful of small black seeds
  84. Crumbled and torn piece of parchment with the first two clauses of a spell written on it, rest has been ripped off
  85. Fishing hook made of black iron. Stick it through your cheek and you'll cough up a live fish
  86. Heavy leather-bound tome, inside cover has tenets of the church of Varchic written on it with golden ink. Rest of the book contains journal entries from what appears to have been a higher ranking church official
  87. Beautiful silved pendant of a crescent moon. The wearer cannot speak during night
  88. Map of the church-capital with locations crossed over and notes written on it. "Not here, must've wandered further", "Near the mountains perhaps?", "Maybe check the cost?", "I'm sure the church doesn't have it yet..."
  89. Piece of skin with tattoo of two half-circles crossing over each other
  90. Small pocket-sized journal crusted over with coral-like formations. The book smells of salt and rotten fish and it's pages require prying from each other as they seem to be covered in thin layer of salt
  91. Pebbles mined from deep beneath the mountain range of Foundation, said to be blessed by having been close to the sleeping god-giant Varchic for long time
  92. Dead mouse with blooshot eyes carefully wrapped in oilskin and cotton
  93. Small envelope adressed to the PC who found it. Contains instructions on how to commune with the rotting carcass of the infinite whale Leviathan
  94. Small vial of thick, dark red liquid and a quill pen
  95. Thick wax-like white paint in a tin container. Applying it to a brush allows one to paint with it on any surface as though it was a perfectly laid out canvas
  96. Shrunken head of an elf
  97. Scabbard carved out of stone. Will attempt to magically sharpen anythin put inside like a pencil sharpener
  98. Silver spoon. When dipped into liquid of any sort, will slowly warm it up to the temperature of a perfect cup of coffee
  99. Satin pouch containing 6d10+5 silver coins
  100. Clay container the size of a thumb, lets out drips of the rotted blood of something not of this world. Do not ingest!


Saturday 13 February 2021

Lamentation in Colours of Pentagrams - Session #3

For those wanting to start from the beginning:
Session #1
Session #2

Last time the party had made significant progress on their mission to find the missing hunter and his daughter, rescuing the girl from this weird bunch of kids living in the woods and starting to make their way back out of the forest towards Talen to return the girl to her family.
They made good distance on their way back but decided to camp out the night next to the swamp that they had painstakingly waded through a day before.
And that is where we pick up from...

Current party members:
Angelo, magic-user with partial amnesia who had identified a book kept by the children to be magical even though it contained no spells.
Claude Vursk, a fighter searching for his village's missing girl who had been hoping to find her here.
Thrallmar Righthand, a beardless dwarven cleric who had shot and healed one of the children living in the woods.

Blue's player unfortunately couldn't make it for the session this time either which led to certain events having to be slightly postponed as a lot of people are still looking forwards to how they'll play out with Blue being able to actually have a say in what happens with him going over the timelimit given to him by Thackerey.

The swamp and the camp

So, heading back with the missing girl with them our group decided to pitch their tents and sleep the night in order to rest their bodies and not get lost in the woods during night. They unfortunately decided to do so right next to the swamp they had crossed earlier which soon proved to have maybe not been the best of ideas. 
Claude was taking the first watch when towards the end of it he started hearing rustling coming from the camp, and moment later witnessed Thrallmar, Angelo as well as their henchman Marvin crawling out of their tents half awake and slowly making their way towards the swamp. Claude swiftly decided that something was not right here and dashed to Angelo to shake the magic-user awake.
Angelo woke up standing in the middle of the camp with half of his clothes still back in his tent with no idea why he was there and not sleeping, and the two promptly proceeded to wake the other sleepwalkers.
Thrallmar was caught by Claude just as he was about to dip his still bare toes into the murky water of the swamp. As Claude had approached the dwarf from behind, the first thing Thrallmar saw upon waking up was the silhuette of a human figure writhing in the middle of the swamp where the tree had stood during day and burning with bright flame. Shook by this sight, he immediately resorted to pointing his pistol towards the middle of the swamp and letting out a shot.
If anyone or anything near the camp had not yet been awake, they sure as hell were now with the gunshot still ringing in Thrallmar's ears as he loudly exlaimed that there is a devil out there on the swamp. Thrallmar trying to frantically explain the situation to others alerted Angelo to the fact that he too could see this burning figure in the middle of the swamp.

Deciding that it was too dangerous to stay here the group quickly packed up the camp and hurried on away from the immediate vicinity of the swamp, only the way they had come from was on the opposite side of the swamp and the forest was growing darker and darker by the minute. The only way was to skirt around the swamp by following it's edge which in the dark was really the only distinguishable path the could make out in the forest.
The operation didn't go that smoothly though even if they did manage to stumble their way through the dark to the other side of the swamp as on the way they found themselves going through a brief section of the forest with all sorts of assortments of bones hanging from the branches as well as from vines snaking their way up the trees and wrapping around even more bones. It was as if the entire forest here had grown around this graveyard that was suspended some seven metres above them among the branches. Luckily nothing more horrible than merely spotting this weird airborn boneyard happened, Thrallmar affixed some candles to his shoulders to further ward off the darkness and kept muttering some sort of prayer as they moved. Occasionally glancing back at the swamp Angelo and Thrallmar had stopped seeing the burning figure out there and could only anymore make out the twisted silhouette of a lone tree in the middle of the swamp.

Beyond the swamp

Having reached the other side of the swamp the party spend a moment fumbling through the dark to find the exact, or even the approximate, path they had taken when coming from the other way but in the darkness it's not really that easy to tell directions or if that particular set of trees looks familiar or not even with the light of lanterns.

Traversing the darkness further away from the swamp the group would keep occasionally spotting this weird shadow just by the edge of the light of their lanterns. It would be there, looking somehow heavier than the other bits of darkness and when approached it would always manage to stay right at the edge of their light. Thrallmar once again leaned to his trusty pistol to solve the problem after trying to chase for the shadow in vain, not being able to shed any light on it. A shot rang out in the darkness accompanied by the sound of birds suddenly taking off from nearby trees and the shadow almost looked like it was stumbling. Nevertheless, the denser spot of darkness stayed where it was.
Another attempt at trying to shed light onto the figure, another shot into the darkness, and the group heard something heavy fall on the groud accompanied by snapping of twigs and rustling of the underbrush of the forest. It was at this point that everyone decided to rush in and found what exactly the shadow that had been haunting them for a while now was.

Rushing in with their weapons at ready, the group found a large brown bear laying on it's back between some bushes. The bear had two gunshot wounds on it's front but still it was just laying there, looking pathetic and letting out next to no sounds at all.
This changed the entire approach of the party, everyone dropping their intents of violence and wondering if they should just shoo the animal away. As they were discussing on how to handle the situation, the bear slowly tried to crawl back onto it's feet while still not trashing about or growling, just pathetically trying to push itself back from laying there on it's back with two slowly expanding stains of red blood forming on it's chest.
Thrallmar ended up sacrificing his bedroll to improvise some bandages while the others wrestled the bear to a sitting position so that the dwarf could fight the bandages on it. Being the selfless man of god, Thrallmar even sacrificed the alcohol he had stuffed to his pack to try and further cleanse the wounds. The bear tried to back away and swipe the dwarf off with the alcohol stinging in it's wounds, and the group could swear it was cursing uder it's breath.
It was now decided for the party what they had already been wondering about, this must've been one of the kids back from the witch's house. "I have not just shot this same kid three times have I?" protested Thrallmar as the party was laying out their tents and starting a new campfire, having decided that they were far enough from the swamp and that they wanted to nurse the bear as it was not exactly acting hostile.



The following day

Rest of the night passed uneventfully and in the morning the brown bear that had been bandaged up and sleeping was nowhere to be seen, and a familiar looking child wearing furs, a bear skull and almost comically too big bear skin wrapped over him with his hands slotted into where it's still intact front claws were.
Some discussing was done about what to do with the kid and they eventually decided on needing to make sure he gets healed up before letting him go to back to the forest by himself, and managed to talk the boy to coming with them as they were to set out back to Talen.

On their way back the group passed by the log cabin they had spent their first night in only to find it almost completely burnt down. A grim thought crossed their minds what with having fought off the wolves during night, and this boy they were now carrying with them also having appeared as a bear during night, but they quickly decided to not dwell too much on the thought. What they had fought off was a pack of wolves, nothing more and nothing less, and further contemplations everyone would keep to themselves. Thrallmar did check the wolfpelt he had skinned off one of them just in case he was hauling around a skinned human but much to his relief it did turn out to still be a wolf pelt.

Nothing else of importance really happened on the journey back save for Blue mentioning this weird feeling of being watched that he couldn't quite explain, and by afternoon they were out of the forest.

Back at Talen

It was decided that the bear kid could not be taken to the village proper, especially not with Blue's assigned watchman still in town. Claude and the kid were left to camp out in the woods where he kept an eye on Jacob, the weird boy living in the woods and clad in a bearskin and wearing one's skull to mask his face.
In the village Angelo and Thrallmar first went to return the hunter's daughter to her mother, as well as deliver the news about the hunter's death. They were presented with a key to the hunter's shack for reward since his wife was too poor to really offer any other sort of reward and she wouldn't really have much use for it now that James was not with her anymore.

After returning the child, next up was conforting mister Thackerey about the time limit he had set before he claimed he would consider Blue as having ran away and come for his head.
This went rather smoothly, almost as if the man had been waiting for it. As soon as they approached the small chapel the village had they spotted Thackerey leaving from there and coming up to them, thanking Blue for so readily presenting his neck for the liberation of his head from his shoulders. He explained how he had already sent word to Falm, the closest major city, for them to send over some men to come gather Blue so he could be put through the proper procedures for breaking his mission of penance.
Being a man of the church himself, Thrallmar managed to negotiate himself a chance at going to Flam with Blue in order to defend him, ending up signing a proper agreement for it according to which he would not be to leave Talen untill departing towards Falm with Thackerey, Blue and their escorts.
Claude on the other hand had been slowly building up rapport with the boy as the two had been left to camp out in the forest, deep enough for no prying eyes to notice.

Other than that the rest of the session consisted of re-stocking on supplies like food and water, replacing one destroyed bedroll as well as getting some more of the herbal salve they had found from the hunter's shack, which was found out to be produced by the wife of the village elder. Thrallmar also started learning about herbs and the procurement of said salves from her.

265xp + the ownership of the late hunter's shack and it's contents awarded to everyone for getting back to safety.



Thursday 11 February 2021

Scribal magic - A take on classless magic system

EDIT: I have now compiled this into a quickstart ruleset that has been developed a bit further than is presented here, along with slowly thinking of adding more detailed rules to that.
Available here: https://docs.google.com/spreadsheets/d/1AvgZfMsPPJEluZM9ascuGShb0c21i4U3MjKvhh63W-k/edit?usp=sharing

In an earlier post I talked about having been inspired to go through actual grimoires and spellbooks to find some less gamified spells. Now, you should also know that my attention span is close to that of a goldfish with me bouncing between ideas and staying and exploring each of them pretty much only for as long as I can keep myself focused on them and do little else.
Thus, I found another really interesting magic system in a cute little manga called Witch Hat Atelier, in which all magic is drawn by making arrangements of glyphs and other shapes that focus and shape where the magic goes and I of course instantly thought "Yeah, this would have no spell levels and could just have the players drawing the symbols and describing a bit what they wish to achieve and then letting the GM interpret the drawing of magic to see what happens". The system also means that everyone can do magic as long as they have the correct tools and knowledge of glyphs. There were some other intricacies involved with the system presented in the manga, like having the magic happen as soon as you complete the drawing and very clever exploitations of that fact that I also would just love to see players innovating on.
I was very excited to take the idea and mess around with it to try and figure how I could fit it into a game.

And that's how we get to yet another blogpost of me sharing completely un-tested ideas for semi-modular system that one would be able to just tack on their system of choice either as additional school of magic or by swapping out the magic system for the one proposed here.

From Illustrations of the Rubáiyát of Omar Khayyám, Artist: Edmund J. Sullivan


Scribing magic

Pure academical magic that is invoked by writing it down and giving it conditions under which it should activate. Scribal magic does not perform miracles and thus it cannot create something out of nothing. Everything you do with your magic takes from something to produce the desired effects and the magic is the art of taking those pre-existing elements and prescirbing a condition for them under which they should morph and change to execute the spell's effect.

To perform magic through writing, one only requires special parchment made for the sole purpose of being used in scribal magic and little else. Ink for writing the spell matters little in terms of being able to write magic, although the more pure the ink the more clauses one might be able to include in their spells without them becoming undone.
Some highly learned individuals also speak of glyphs and runes, which act as shorthands for words or even entire clauses which can end up saving a lot of space on the parchement as well as drastically shorten the time required to write the spell, but such shorthands also contain a danger. When encountering a rune or glyph that one does not know the meaning of, it can be extremely dangerous to include it in your spell as withut understanding the rune it is impossible to know what it's used as a shorthand for esecially since runes and sigils can even be shorthands for triggering conditions.

The scribing of magic itself is a very simple task yet somewhat slow to do reactively to situations that may arise and for that reason scribal magic users often carry collections of their written spells with them with very specific triggering conditions written into their magic. That way they can appear to be casting magic with simple gestures as long as they are in posession of the written magic, but also have to be cautios about accidentally triggering the execution of their spells through casual interactions.

Here's a rundown of how writing down magic works.

  • First, you must declare or address the source that will carry out your magic, which must be something that already exists around you. This can be something as simple as earth or light, or more specific like moisture in the air or the leaves of nearby trees, as long as there are any such things nearby.
  • Secondly, you set a condition under which the spell should execute. This can be just about anything from "when I point I hand forwards" to "at every dawn".
  • Thirdly, you can assign changes to the source of your magic. For example, if your spell adresses water you could assing it a change of "condense into ice", "vaporise into mist" or even "form into a globe".
  • Lastly, you must declare some sort of target for your magic. This again can range from "the person standing in front of me", "my immediate surroundings" to even "Jack, that bastard who still owes me money".

Here is the template that all scribal magic uses as it's base:


<Adress the source of the core function>
<Declare conditions>
<Assign any changes to the source>
<Declare target(s) for output>


Essentially what you're doing is taking an element of your surrounding and re-programming reality. You can affect a wide range of things but you cannot create something out of nothing as all magic must have a source to execute their function with. This is why scribal magic is also referred to as academical magic.

Jewish Scribe by Jozef Israels


TL;DR

  • Purely written magic
  • Activates when written condition is fulfilled
  • If you carry around written magic, you are considered the caster by the triggers
  • Spells often written in advance and carried around as collections, from which one triggers suitable spells as they see necessary
  • Requires special parchement
  • Purer inks can enable writing of more elaborate spells
  • Runes and glyphs exist as shorthands for words, sentences and maybe even full spells
  • Runes and glyphs can be dangerous if you don't know what they are a shorthand for
  • Sribal magic users need to be careful if they carry around spells during their daily life as to not accidentally trigger them
  • Essentially re-programming reality. Assign something in your surroundings as source of spell and manipulate it to do weird things

Afterword

Like I mentioned earlier, this is yet anther entry to the pile of completely un-tested ideas and as such there likely are lots of clever ways to completely break this system, which might not even be a bad thing as I really wanted this to be a system where creating offensive magic would be very dangerous and if you wrote such a spell you would probably want to destroy it after using it, which would lead to spells being created cautiously and used mostly to solve problems rather than fight people.

With this kind of system, just about everyone should be able to use magic, but it would also place limitations on them at the same time.
Want to have a huge repertuare of spells? Well now magic-users actually need to carry their spells around and prepare them beforehand as well as dedicate resources to either finding the specific tools for writing magic or making them themself.
Combined with my idea for clerical miracles through praying which can be found here, I think these would make for atleast a decent base for classless way to do both religious and academical magic, which I think is a good start if I wish to at some point use these for a classless system. We shall see if I ever get that far, but it's something that could prove interesting to try and do.


Tuesday 9 February 2021

World in 13 items challenge

 Simple enough really, trying to explain or evoke a feeling of the world in but 13 items with no further explanations.
Original post for the challenge can be found here.

  1. Worn book of prayers, gray covers adorned with single golden vertical line and the contents detailing lifes of saints
  2.  Half faded piece of parchment with sketches of weird combinations of men, women and fish
  3. Torn-off notice with details of an elf posing as human with a reward listed at the bottom
  4. Chipped longsword that your father received as a payment once
  5. Rucksack patched in several places and faded in colour
  6. Dried meat and herbs wrapped in oil-paper
  7. Small animal bones bundled together with a string
  8. Lantern, sides covered in translucent leather rather than glass
  9. A set of prayer beads with an odd looking additional bead at the end
  10. Coat with tough leather reinforcements and several pockets inside
  11. Set of two daggers, one with bone handle and the other with charred wooden handle
  12. Silver coin minted with the image of a neat circle in the middle of it, words in a latin-esque language forming another circle along it's edge
  13. Map of several villages dotting the edge of a large forest
That was considerably more difficult that I first thought it would be and I'm not exactly sure how well that portrays the feel I was going for with this setting, but an interesting little excercise for sure.
This to me seems like the approach one should take when writing tables for looting bodies or what's in the treasure pile, so mayhaps I at some point will look to expand this further into a "I loot the body" table of my own.

Thursday 4 February 2021

Mystic magics of the church of Varchic

 Lately I've been toying around with the idea of getting rid of all these gamified magic-user and cleric spells from my games and rather going through actual grimoires and spellbooks for lists of spells to give my players, the idea being to try grounding the magic down just a bit more and making it feel more mystical than simply Gendolf The Green-ish running around animating plants and speaking with animals. 
I know that it's part of the fantasy of playing a magic-user, and a lot of the spells present in OSR games are already leaning more towards requiring clever usages to gain a lot of mileage from them so they are not in a bad place currently.

So far it's been an interesting delve into mostly Goetic stuff as far as my research about finding spells is concerned, but when I learned about The Magus which in contrast to the 72 demons of the Lesser Key of Solomon contains 72 angels which to invoke for the spells I almost immediately knew that this was how my clerics would be doing their magic.
Unfortunately I had already written the divinity of the church of Varchic for my world, which was very much just the god-giant himself so I can't exactly just shove 72 angels in there especially since the believers of the church venerate earth instead of heavens, so certain adaptations had to be made.

That all being said, what I'm currently sitting on and contemplating is a system where as clerics "prepare their spells" for the day they actually pray for very specific kind of small miracles and then later when "casting the spell" they plea for the miracle they had prayed for earlier to be performed.

In such system there would -very much like in the Solomonian magic- be only certain things one can/should pray for during certain days, and the miracles one may pray for on each day are dictated by what different saints or Varchic himself had done on those days of the week as well as some specific dates during which even stronger miracles may be brought forth.

So far for my list I've tried to purposefully keep everything vague and evocative so that each motif could be invoked in several different ways.
The cool thing about most of the miracles coming from invoking past saints is that I can add more and more saints in there as I feel needed and can even have whole sects based around single saints as they invoke miracles out of the entire life of their chosen saint. Also if my players want to be part of some specific smaller sects or dedicate their miracles to those coming from the life of specific saints there's room for them to create their own ones.

All of that explaining now out of the way, here's my current list of miracles to invoke and when to do so:

Sunday
Varchic crawled out of the pit:
- to create path, stabilise, unite men, lead to success
Mihel the Teacher passed away:
- to impart or gain knowledge, bind or loose spirits


Monday
Samen the patron saint of Pilgrims was found passed away in prayer within one of the caverns of the Foundation:
- to lead towards objective, light the dark
Ailen of Herbs cured his first patient, beginning his path to sainthood:
-to expel ailments, cause bad health, draw blood, excorcise poison, create remedies


Tuesday
Varchic fishing up the infinite whale Leviathan:
- to give nourishment, bring the unknown to light, give warmth and comfort
Fall of the great ruler Veirin who was said to be directly related to Varchic:
- to sow disorder, cause conflict, combustion, war, death, new perspective


Wednesday
Mienin attained sainthood of those who are cast away due to redeeming herself after her exile:
-to reveal thruths, obscure facts, find shelter, return


Thursday
Varchic cast the remains of the infinte whale Leviathan back to the sea and laid down to rest:
- to lay dead to rest, push away, create favourable winds


Friday
Varchic laid down to rest:
- to lead towards peaceful resolution, incite vice, incline to luxury
Elias carried out his penance:
- to excorcise self, repent, suffer, perservere, judge


Saturday
Varchic was no longer present to guide his people:
- to let evil-doer walk free, not be noticed, cause abandon
Glein the Preacher set out to carry the word about Varchic and his children towards far lands:
- to incite courage, swiften travel, lighten step, shy away harm



Unlike the church of Varchic, the cult of the Deep rather seeks to summon vestiges of the infinite whale Leviathan or those parts of it that are reduced to finite forms in order to form contracts and negotiate pacts and thus have more specific times and rituals for invoking those aspects of Leviathan, with each governing over specific domains of the Deep and coming from different parts of the infinity that is Leviathan the great infinite whale.

So far this is all just a sketch for a different system of handling magic that borrows a bit from Maze Rats style of magic that has no actual descriptions for the spells and in which spells are formed by interpreting random words, but we shall see which way this ends up evolving or if I'll simply stick with this idea and just expand it further with some tales of saints for players to use pieces of as invocations for their clerical spells.
For clarity, what I'm thinking of with invoking spells out of the tales about saints is the spell being a prayer along the lines of "Please grant me the passage home, like Varchic once granted us passage out of the Pit and lead us to this stable land to strive and make him proud" when trying to cas a spell to find your way if you are lost.