Monday, August 16, 2021

Rumors About The Supermarket

I get an existential dread when I enter the supermarket. 

Today I learned I wasn't the only one.

I believe there is a werewolf at the supermarket. At night a man disappears somewhere at the back of the store: between the home improvement section and the place where you see pet fish. He hunts and stalks by the shoes, listening for when the boxes open and the laces are untied - when one is most vulnerable.

I believe there's something odd about the greeting card section. The manager says nobody on shift has updated its stock in seventeen years, and yet its cards are always new. She doesn't question it, and neither should you.

I believe the two butchers on staff might be aliens. Extraterrestrial aliens. They have eyes behind their eyes, and they're always talking about sitcoms and sports teams that don't exist - The Denver Superintendents, the Knoxville Salt Slugs, the Detroit Lions. I think they're here to spy on us. They keep asking if there's anything I want. I always say no.

I believe there's a ghost at the supermarket. It lingers in that place where you recycle your bottles and cans. When you're alone, you can still hear the sounds of distant crushing and clinking long after the cans and bottles have been processed. The ghost is a petty judge. It despises foreign entities. A xenophobic ghost, that also hates ginger beer.

I believe there is a poltergeist. Sometimes it throws items off of the shelves or undoes screws letting whole stocks collapse. When one reaches for the freshest milk at 3am you'll feel its cold grasp, and raspy whispers that the ones at the front are still fresh. Ignore the Best Use By date.

I believe the supermarket is infested with gremlins. Someone keeps finding the discarded wrappers of Little Debbie swiss rolls and chocolate cupcakes stashed in high and low places - under shelves, tucked behind the store logos, inside the middle stacked shopping cart. They leave the Nutty Buddies alone. Gremlins allergic to peanuts?

I believe shopping carts are the spirits of the dead. Soothed by the Orphean sounds of uncontroversial 90's music, by their orderly processions to and from the parking lot. They are kept clean and attended, and they help those who come. It's far more personal than a graveyard. People used to go to graveyards, but not anymore. Sometimes, a spirit will attempt to escape. You'll find them, lost and alone, unable to move on their own accord, on some walk by side of road. Nobody wants to help them.

I believe there are more store brands by the day. Store-brand pickles, store-brand broth. Store-brand bread and store-brand shoes. Store-brand "Caution: Floor Wet" cones and store-brand floor tiles. I think I met a store-brand person yesterday. Not an employee - what I initially thought was a shopper, with a store's logo shirt and a barcode tattooed on their forehead. They asked me whether I was able to find everything I needed. I uncomfortably replied: "Yes", and quickly moved on.

I believe I've seen several greeters at the doors. Different people, same nametag. Do they really just have one to share among them all? I might've thought so, until I asked one about a question and he responded like the woman I saw at the door last week.

I believe the supermarket has long-armed men working the stockrooms. The shelves are made in ways that no normally-proportionally person could reach, even with use of a stepladder. I've seen drag marks on mopped floors of wide boots flanked by trailing knuckles. In the dairy section the shelves go too far back. I'm 6'2'' and still couldn't reach the sour cream.

I believe there's a snake that lives in the supermarket. A big one. I've only ever seen its rattling tail, trailing around the corner of the aisles. It must be as big as a full grown man, from the size of that tail. Maybe bigger. I think it must live underneath the freezers, maybe, where it's warm and dark. Or maybe in the shelves between the aisles for mac & cheese and barbeque sauce.

Thursday, August 12, 2021

d100 Weaknesses

A quick list for nobles in mind.

Everyone has a weakness.

For people of viceful or unfortunate character, roll three times. Or more.
For normal characters, roll twice.
For particularly strong characters, roll just once.

d100 Weaknesses

1. Expensive Liquor
2. Cheap Wine
3. Reliant on Mercenaries
4. Flattery
5. Downers (Opioids, Benzos, etc.)
6. Uppers (Cocaine, Speed, etc.)
7. Psychedelics (LSD, Mushrooms, etc.)
8. Lazy
9. Takes Cash Bribes
10. Addicted to Power
11. "Lucky" Personal Object
12. Family Member Wants to Usurp Position
13. Pissed Off a Powerful Cleric
14. Unlucky, Categorically
15. Gambling
16. Throws Tantrums
17. Dog Fighting
18. Religiously Pious
19. Uncompromising
20. Prideful, Excessive
21. Partakes in Dangerous Sport (Hunting, Mensur, etc.)
22. Supported by Religious Fanatics
23. Mother is an Embarrassment
24. Father is an Embarrassment
25. Petty, Excessively
26. Affairs with Servants
27. Weak Relatives (Multiple Relatives with 3+ Weaknesses)
28. Low Self Esteem
29. Gout
30. Stress-Induced Panic Attacks
31. Dangerous Unreliable Pet (Crocodile, Cockatrice, Giant Frog, etc.)
32. Completely Reliant on Underlings to Do The Basics
33. Sexual Taboos, Partakes In
34. Prophesized Doom
35. Deadly Allergy
36. Cheap Prostitutes
37. Expensive Prostitutes
38. Compulsive Collector
39. Secret Weirdo Serial Killer
40. Idealist
41. Reputation as Political Opportunist
42. Disloyal
43. Bad Breath, Perpetual
44. Neurodegenerative Disease
45. Gluttony
46. Secretly/Accidentally Married Sibling
47. Secret Cancer
48. Vain, Terribly
49. Pissed Off a Powerful Druid
50. Outdated Doctrinal Notions
51. Superstitious
52. Arrogant
53. Liar, Compulsive
54. Appears Weak
55. Outshined by Parents
56. Snake Oil Medicine
57. Consorts with Sorcerers
58. Secretary Controls Everything
59. Alienated Spouse / Consort
60. Quietly Covered Up Advocating for Politically Indefensible Position
61. Bad Eyesight
62. Vomits When Lying
63. Cursed by a Hag
64. Powerful Fighter Thought Dead Seeks Revenge
65. Pissed Off an Assassin's Ring
66. Doesn't Pay Their Contractors
67. Indebted to the Mob
68. Defaulted Loans to the Mob
69. Plebs Hate Them
70. Patricians Hate Them
71. Secret Political Radical
72. Two-Faced Even to Friends
73. Freezes In a Dangerous Situation
74. Thinks They're Invincible
75. Gut-Wrenching Stench
76. Tax Evasion
77. Owns Capital Beholden to Foreign Government
78. Disloyal Bodyguards
79. Makes Foolish Investments
80. Steals From Employer
81. Kleptomania
82. Adventuring
83. Beautiful Men
84. Beautiful Women
85. Beautiful People
86. Can't Sleep Without Favorite Keepsake
87. Bad Memory
88. Moonlights as Vigilante
89. Getting Old
90. Jealous Relatives
91. Numerous Conflicts of Interest
92. Puts Things in Their Mouth
93. Complete Charlatan
94. Overstretched Attention
95. Achilles Heel (Physical)
96. Achilles Heel (Magical)
97. An Obvious Tell
98. Gullible
99. Weak Immune System
100. Never Lost a Battle

Sunday, August 8, 2021

The Greater Houses of Twilight City

The Greater Houses of Twilight City were already long established by the time of its republic. Their lineages stretch back millennia, each to ancient priestesses who tempted gods. Each of the Old Houses holds in their family's possession a Persona - a symbol of their divine seduction and a powerful magic object in its own right. Personae can take many token forms, traditionally: death masks, symbols of authority, weapons, or any myriad of marvelous objects.

The Artifacts of Imperium are no doubt Personae, though no House can lay claim to them, as was determined by agreement of the legislative assemblies after the fall of the monarchy.

While these objects hold potent magical effects, it's rare for them to be brought out into public. No House wants to risk losing it, and in turn potentially losing their legitimacy in the eyes of their peers. Houses that lose their Personae often disintegrate, either disappearing into ignominious legend or mysteriously reforming centuries later after the object has been reclaimed.

Each Greater House takes its name from the god that it stole, and in doing so granting the gods' tutelary status - in imprisonment, entombment, or bribery by worship. Some gods have been seduced willingly, others tricked and permanently interned.

~~~~~

(A note on drow names: The First is the personal name. The Second is the Mother's. The following particle indicates rank: du = slave  ; di = house member  ; di la = esteemed member; de = matriarch . The final name is the House name.)

House Kaisar

Insignia: A Hand Bearing a Hidden Knife                                 Tutelary God: Kaisal, God of Knives

Persona: The Kris of Dark Waves, whose blade can pierce any hide and find any heel. 

Their priestesses wield hidden invisible blades made of glass that break off and splinter inside the wound. They hold blackmail on every public figure in the city and are said to use bees as spies.

One of the oldest and most prestigious Houses of the Twilight City. Before the overthrow of the monarchy they were considered the Second of Loyal Houses, behind the Royal House. Now they're the First. Their Matriarch, Laetha de Kaisar, presently leads the largest coalition within the Senate. She is a shrewd politician and an expert practitioner of Psychology. Her enemies have given her the title The Numb Knife in dread respect of her demonstrated ability to wedge apart alliances.


House Timurin

Insignia: A Bloody Whip                                               Tutelary God: Timir, God of Sadistic Violence

Persona: The Flail of Seven Parts, made from the braided leathered strips of back flesh of seven kings who refused surrender during the campaigns of the Horned Conqueror.

Their priestesses wield cruel whips and keep seven diaries detailing every slight against them - one for those within the House, one for those outside, one for other priestesses, one for slaves, one for their elders, one for their children, and one for people like you. Though they rarely enact direct retribution against full members of another House, they will frequently prey upon undistinguished slaves, subjecting them to pain, torture, and mutilation in appeasement of their Persona.

Though unpopular for this tactic, they nevertheless remain powerful due to the influence of Cordatha de Timurin, who maintains an iron grip on the silver trade and controls substantial ownership in the city's slave markets.

House Arnkar

Insignia: A Bloodshot Eye Pierced and Threaded by a Needle.           Tutelary God: Arn, God of Fate

Persona: The Apocalyptic Hourglass, keeping imprisoned the Sands of Time, which continually counts down to the next cataclysm.

Their priestesses have their mouths sewn shut with fated thread to prevent them from gibbering prophecy. They communicate in writing or a fast one-handed sign language. Their training has them develop a parallel mind so that they can maintain their wits despite the overwhelming influence of the Apocalyptic Hourglass upon the psyche. Due to this nature, it is extraordinarily dangerous to attempt to read their thoughts. Anything that would affect their minds has a 50% chance of failing automatically, feeding back into the caster.

Alylin de Arnkar is a recluse to Twilight City social and political life, often acting through her House Abettor Nizana, who is an energetic liar. Alylin and other wizards of the House's inner circle reside in a tower on the outskirts of the city, said to be weaving a tapestry that will foretell all events unto the end of the world. They started at The End and are working their way back. Who knows how far they've gotten?


House Grachia

Insignia: Crescent Moon Pierced by Arrow            Tutelary God: Grachus, the Guardsman at the Gate

Persona: The Grave Ledger, which continuously records the names of the recent dead.

Grachia is known for three important assets: lawyers, necromancers, and necromancer lawyers. Their priestesses can always be found at the doorsteps of the recently bereaved, offering funeral rites (or necromantic bindings). They carry quills made of phoenix feathers, speak very softly, and travel in groups of no less than three. They sew necromantic contracts into their robes, protecting them from magic and blade for as long as the contracts remain valid.

Their matriarch, Miz'ra de Grachia, is considered by many to be one of the most intelligent and beautiful drow in the city, due in no small part to her overbearing girth. Such is her weight that she must be carried by four servants if she wants to go anywhere, and keeps as a retinue her seven undead 'loyal husbands' bound by 'til-death-do-you-part marriage contracts (that do not expire until the death of both parties). Her jovial attitude and appearance should not fool you though, she is without a doubt the most powerful necromancer alive, and not only commands an enormous living family (she alone has mothered 72 children to date) but an entire tree of undead ancestors running back hundreds of years.


House Fingol-Mar

Insignia: Half apple with a worm coiled up inside                           Tutelary God: Mar, the Worm God

Persona: Mar, The Worm King. The wriggling orb sheds the True Worms, of whose simulacra all the world's worms are descended.

Rufus Krieger


Fingol-Mar's priestesses are bankers and accountants of all the House's stored riches, mineral and caloric. They protect their portfolio with legions of indentured servants, both alive and dead, and carry strange cubic abacuses to assist with calculation. They are simply thrilled to offer loans and extend lines of credit, especially to those they know are unreliable. Often debtors' flesh is worth more than the loan itself - bodies can be made to work for long after the spirit has died, after all.

Quil de Fingol-Mar is the House's infrequently seen matriarch, and that's because she is the Worm That Walks - the wielder of the Worm King. Long ago the Worm King devoured her flesh, but due to her influence she kept her mind and memories. Now she is the progenitor of all worms - virtually immortal and eternal in power for as long as her mind lasts. It's possible the Worm King ate Quil's memories and is simply masquerading as her to ascend in power. For what dark purpose few could guess...

House Fingol-Mar is filled with empty halls bearing bowls of rotting fruit bearing all manner of carrion, but mostly writhing worms. They prefer apples. It is a cold and lonely place.


House Mendar

Insignia: A sickle encompassing an eye.                      Tutelary God: The Glacial River Titan

Persona: The Frozen Titan Eye, from which flows the coldest vacuous waters.

HRsplidsboel

Their priestesses wear black hooded robes and chain great weights to their backs, in supplication to the deceased Titan, who used to carry mighty glaciers upon his back across the land. His great body is interned within the Mendal Peak, a mountain on the outskirts of Sunless Rim. From his cold-preserved eye flows a constant stream of pure water where the sun strikes it, providing mineral-infused irrigation for Mendar's lands in the prosperous Feyfjord.

House Mendar is a new House, younger than a decade, having split off from House Fingol-Mar upon their recent acquisition of Mendos. They are staunchly allied by kinship and economics, due in no small part to the diplomatically-minded Zephyr de Mendar - the robber baroness of wheat. "Gold!... That Edible Gold" she calls it. While other houses were adjusting to life on the surface after the revolt, she was already three steps ahead: planting the seeds of her House's prosperity centuries ago.


House Kordelia

Insignia: Black unicorn over crossed javelins.            Tutelary God: Ikord, God of Sport and Victory

Persona: The Ikordian Mantle, gifted to athletes who have earned the honor of defeating 100 enemy contestants of equal rank. Its wearer cannot be pierced by any weapon or magic.

House Kordelia's priestesses are fucking cut. They spend the decades of their youth training, fighting, and competing for the favor of their Matriarch and Persona. Their physical primes last a hundred years. They hunt beasts and man alike, preferring to capture their quarry alive that they might later be used in the city's gladiatorial arenas. When in the city, Kordelia's priestesses often carry leaden training weights on their shoulders, arms, and legs that look like folded wings.

Matriarch Ghilaera demands from all members of her House a total willingness to sacrifice and an utter ruthlessness. She has a win-at-all-costs attitude, and has no mercy for those even hinting at projecting weakness. Winners get to stay in the House. Losers are expelled. Cheating is only cheating if you're caught; hence, the Kordelians cheat a lot.

In one notorious instance she expelled three of her own daughters (in which all three were revealed to her to be cheating), which brought her near-universal condemnation from the city's elders as an overly strict use of her powers as head of the family. Two of these daughters eventually died, separated from their networks of support and socially poisoned by House Kordelia's no-holds-barred culture. One eventually became Quenze, now the matriarch of House Hakar (and has since been restored in good graces as an ally of Kordelia, and is also high literally all of the time).


House Hakar

Insignia: Skeletal hand dissolving into smoke.      Tutelary God: Hakoldo, God of Smoke and Vapors

Persona: The Great Pipe of Purple Smoke, whose blessings ascended the Warlocks of the Crippled Kingdoms

Their priestesses carry long pipes made of a thick hollowed deep cave fish bone, who carry the sweet stench of recent death wherever they go. It's the drugs that make the smell, though, not the fact that they animate animal bones. They're very 'clean' when it comes to necromancy.

House Hakar keeps an impressive menagerie of loyal skeletal beasts: pegasi, giant snakes, tigers, basilisks, rust beasts, deer, and supposedly even a regenerative bone hydra. Their estates are covered in a perpetual purple fog that addles the minds of the uninitiated, and are guarded from the sky by flocks of supplicant black pegasi notorious for their petty Mean Girls senses of humor.

Quenze de Hakar is a laid back person, which is very weird for this city. It's the depressant drugs, no doubt - the cocktail of opiums breathed in by her massive hallow (sic) Great Pipe, and the fistfuls of mushrooms she consumes that would probably kill something ten times her body weight. She's much nicer than someone raised by Ghilaera would be expected to be. She loves beautiful things and beautiful people, and surrounds herself with these comforts in excess. You won't find anyone else easier to deal with in the city, provided you don't mention her mother...


House Nix

Insignia: Decapitated praying mantis head        Tutelary God: Nix, Goddess of Jealous Love and Envy

Persona: The Heartbond Locket, which contains the still-beating heart of a goddess.

Their priestesses wear bright colorful cloaks that flow from their wrists and bladed forearm guards. They build callouses on their hands and fingers that allow the slightest touch to snare. They pursue those whom they love with a furious and sometimes murderous passion. Woe to those who befall a priestess of House Nix's advances.

Their leader, matriarch Koren de Nix, is a cannibal. Cannibalism was the exclusive privilege of the now-extinct Royal House. It has become outlawed during this era of the republic, leaving those practitioners who had previously been bequeathed such rights in a tenuous predicament. House Nix tries to keep it a secret, but all the other Houses already suspect the truth.

House Nix is allowed this latitude because they control a monopoly on some rare species. They farm and grow bugs: spider, mantis, and scorpion. Big ones for guarding the estate, small ones for the poisons, and eggs ground up for the protein. Their estates are littered with them, fielding a perilous hazard for any visitors, who find frightening numbers of eyes and fangs in every corner.

Wednesday, July 28, 2021

Conversations to Have With Snakes

I have had to do enough metaphysical conversations with snakes in my campaigns that it's worth making a table about it now. 

Possibly applicable for dragons, too.

The Philosophical Snake is the most dangerous predator of all...
For philosophers, anyway.


THE SNAKE ASKS OF YOU:

1. Do Nightmares Have Dreams?

What is the dream of a dream? 
Sometimes, laying in stillness, I see The Moon.

2. What Does Time Taste Like?

I think it tastes like mice.
Little mice hiding very still, their heartbeats beating like raindrops in a storm.
It tastes coiled, full of a fearful potential energy, on the cusp of a sudden frantic leap...

3. Do Illusions Feel Pain?

I have bitten a phantasm and it recoiled and wept. It tasted empty.
It would be little different for you, I think...

4. What Is The Shape of God?

I think it is the shape like mine.
Powerful, elusive, flexible, growing. It sheds its skin and smaller things come to feast on it. 
It could swallow everything. Perhaps it already has.

5. Do Mice Have Free Will?

They all run and hide and scream. I think if they had agency some might not struggle... 
Will you struggle? Have you agency, or is it determined that you will resist?
(If power is all that determines agency, then which of us has free will?)
Have all the events and causalities of the universe irrevocably led to this moment, where I swallow you whole for nourishment?
Have we any true choice in this matter of consumption? Can I decide not to eat you, tasty meal?
What use is agency to I? Just a way to excuse missing a meal?
(All arguments shall be restated using examples of the snake eating the opposing conversationalists.)

6. Hello, I Am Snake.

(Use This. Type in all player responses.)

7. What Is Joy?

When I have eaten I feel at peace, but it is a still peace. A quiet peace.

8. Why Do You Not Consume Babies?

They are nutritious, soft and delicious, and easy to digest. They do not resist. They have little permanence.
Babies are the best of foods, and yet you spurn them. Why?
What does it matter that it be human or not?

Thursday, July 22, 2021

What Happens When You Kill A King

One does not simply kill a King. Regicide is a divine act.

They who have been pre-ordained to rule bear special metaphysical protections. The divine order does not treat breaches lightly. By birth all peoples are originally bound by their social contracts. Should this contract be one of divine right, then to commit regicide is to declare loudly that one is no longer submissive to the Gods.

And the Gods can't have that now, can they? It is not a question of whether the retribution will come, but a question of when and how.

1. Divine Assassin

The offended gods send an Aasimar, a celestial bailiff, to murder they who slew their king. The Aasimar sees this as a kind of arrest, rather than manslaughter - lawful under the divine order. To this end they are authorized to deputize those who they deem fit, and frequently garner support from clerics and fearful civilians in their mission. Their intentions are always preeminently declared three days ahead of time, by celestial messenger, heavenly choir, black spot, a plague, or whatever methods assassins declare themselves.

In order to properly ensure that the accused is brought to the correct realm, the Aasimar must murder the accused in a specific way. To this end the Aasimar are each specialized in causing a specific kind of death. One may need to slay their quarry in combat. Another might need to seduce their target into committing suicide by overdose. One might need a mob to lynch the kingkiller by hanging. Another might need to behead their target.

Aasimar simultaneously look very willing and
very unlikely to do extraordinary violence.
Source: ExRook

This can be a very tricky business, especially for offended gods in less-than-violent domains, but the Aasimar is a clever practiced assassin. And they're very patient.

Oftentimes the accused will attempt to escape justice by killing themselves in a manner opposite that which the Aasimar requires, or otherwise try to evade assassination by ruse and trickery. The Aasimar has many resources at their disposal, yes, but they are mortal. They're a person with a job via de facto nepotism. They can be fooled.

The most frequent legends across cultures of fooled Aasimars involve twins. Twins are difficult to distinguish by divine mechanism, and so those kingkillers who escaped capture often pinned the murder on identical siblings. The most infamous of these legends involved elf known as Lin, who used his three identical twin brothers as scapegoats to strategically murder three kings in succession, thereby ending the Dynasty of Gol.

If the Aasimar is killed or fails to report back in a certain period then calamity is likely to ensue. Depending on the god this can be anything from the metaphysical equivalent of swarming cops, to celestial SWAT teams, to wholesale indiscriminate retributory apocalypse.

2. Madness

A philosopher by the name of Pintius once named it The Regicide's Curse. He claimed that killing a King produces a particular madness in the murderer that made them paranoid, distrustful, and barbarous - a curse befitting from the gods.

He was correct about the symptoms, but he failed to see that it was not manifested in the killer, but in everyone else.

It is a collective madness of people trapped, willingly or unwillingly, known or unknown, within a social order. The only ones who find themselves immunized to it are independents: the ungovernable, the rebels, the hobos, the practitioners of rogue religions and authorities.

It starts with a gut feeling. Smiles turn to frowns at sight of your face. Distrustful stares become hateful. People spit at your feet and curse you while walking past. Guards turn you away at the gates. Merchants refuse to sell you goods. Beggars will throw back your money. You become a pariah. Then an outlaw. Then something worse. In its final progressions Nature itself turns on you: bugs will burrow into your beds, dogs will choke upon their chains to bite you, vines will reap at your ankles, and flowers die rather than be held in your hands. You become a solitary soldier in a war against all. This effects your companions for as long as they remain with you.

Functionally, this acts as a penalty to Reaction Roll that continuously escalates. -1 per Week. People will treat the regicide and whatever company they keep with less and less friendliness day by day, week by week until repulsion and hostility is inevitable. The only people immune to this are the vagrants of society: philosophical anarchistic rebels, desolate hermits, and strange cults. After hostility is guaranteed among normal people (12 Weeks) the Reaction Roll penalty begins to apply to Nature as well.

3. Haunting

Strike down a King and you will never be rid of them. Their shade is now bound to you forever, a scar upon your soul. This ghost is completely undetectable to all but the murderer by any and all means. It holds the personality of its monarch, and will torment its murderer in ways most appropriate to its person.

The shade cannot do much more than make noise and talk. This is enough. It will watch you when you sleep. If you're having a pleasant dream it will stir you with wailing and moaning. If you're having a nightmare it will leave you be. It will become your worst critic. When you fail it will laugh, and when you succeed it will try to steal the victory out of your mouth.

It might try and feign some meaning. It might try and hint at ways to be rid of it, to grant both he and you peace. These are always lies. You cannot be rid of the Shade. It will be with you always.

4. Long Live The King

If you have claim to the title you can scoop it up. Have a religious figure declare you the new King. It's a lot of responsibility. Good luck!

Okay, maybe it's not that simple. To become a King you need to be coronated. To be coronated you need to demonstrate support of a god. To demonstrate the support of a god you need a cleric, or even better yet a conclave.

Or you can cheat. Happens all the time with Kings. Lucky for them, the piety isn't as important as the gesture. The gods aren't looking that closely, anyway. You can get away with a surprising amount when cutting corners when becoming a King. Your predecessor killed all the clerics? Just make your nephew the new head of the church. Don't have an established right to rule by lineage? Just spread a bunch of stories about how your great-great-grandfather screwed Tiamat or something. Don't have a legitimate claim? Just make one up!

5. Anarchy

"Pray, pray young man, 
for the return of the gods' tormenting attention."

When the gods avert their gaze in shame or rage, sins are no longer recorded or remembered. Anything that happens in this place in this period will carry no mark into the afterlife. The teacher has left the classroom, the warden and the guards have all disappeared, the celestial police are on strike.

The timeframe before the vacuum is filled can be years long or hours short. For opportunists of all stripes, this presents the possibility of a lifetime. It's really a question, first and foremost, about who or what can mobilize first.

The Opportunists

Interests - power-hungry nobles, revolutionaries, freedom fighters. All have a vested interest in the Anarchy. If you have an agenda then this is your time to assert power and usurp the previous regime's legitimacy.

Secret Cults - The best time to stab a god is when they're not looking. The best time to cheat at the game is when your opponent's back is turned. Whether they're trying to attack and dethrone a god or rearrange the pieces of the metaphysical game of life, the Anarchy is the time. People plot for centuries for a moment like this, culting and counter-culting in a Great Game of religion and power.

Clerics - The worst of them all. They'll go nuts. Absolutely nuts. They'll go Lord of the Flies, they'll go postal, they'll engage in witch hunts and mass suicides and serial-killer escapades. They're going to be the first to find out that the gods aren't watching when their divine magic starts to fail. What they lose in magical power they gain in desperation.

Or, they might try and form a conspiracy to conceal it. As long as nobody finds out that the clerics no longer have their magic, perhaps they can buy enough time before the divine power vacuum is filled to avoid chaos and preserve their institutions.

Beasts - The extradimensional equivalent of a bear rummaging through your trash. All sorts of 'things' that are normally hedged out might become curious and venture into the world. Most of these Beasts From Beyond are completely harmless to people, and might even be beneficial, but every so often something predatory comes along that gets disproportional attention and goes on a killing spree or sets up a lair: a mind flayer, an aboleth, a purple worm. Something alien and horrible.

~~~~~

Ordinary people are, strangely, likely to be completely unaffected by the Anarchy, provided they can stay away from any clerics or ambitious people with armies. They might encounter some weird things at increased frequency, but more often then not these things are harmless and as scared of people as they are of them.

It can even be very desirable in some instances. The coming of 'spirits' and other Beasts From Beyond can be enriching in a number of ways. It can grant access to rare resources not normally available, and expose people to strange forces that grant them particular insight. It can be very profitable, both in a materialistic and spiritual sense.

It's anecdotal knowledge that Anarchies produce new generations of magic users. The Anarchy is likened to fertile spiritual soil from which entire novel magical traditions can grow - new cults, new prophets, even new fundamental ways of doing magic.

Each of the Classes of magic user came about in such a way - Druids, Sorcerers, Monks, Paladins, Warlocks, Wizards, and even Clerics found their roots established during Anarchical periods. The oldest of these, the Warlock, has remained fundamentally unchanged since the very first Pacts were formed. Others, such as the Druidic tradition in particular, have evolved drastically over time, though the foundation of their magic remains unaltered. It is likened to a renovated cathedral: the cornerstone remains the same, but bits and pieces can change. Or, perhaps to some, a Ship of Theseus.

Tuesday, July 13, 2021

Everlasting Summer Foreword / GM Introduction

The Everlasting Summer is a very near future horror campaign for use with whatever game system you desire, though it comes with the Underneath companion system by default. If running it with another system, think about how to integrate or utilize the Insight mechanic, as either a replacement or supplement for Sanity.

FOREWORD

My recommendations to you as a horror Game Master starts with this: be flexible. Terror is not best achieved with a calculative pedantic adherence to orthodoxy, nor is horror best achieved in the metaphorical bog of procedure. Hone your instincts during play and try to anticipate when it is a good time to show, when to hide, and when to hint.

Second, let the Players connect the dots. Even if those connections aren't what you intended or expected. Don't correct them with the omniscient voice of the Game Master, but rather soothe them with the unreliable voice of the narrator. "But if that's true..." you may say. "...then what does that mean?" It may not 'mean' anything. That can be scary, too.

Lastly, be ruthless. If the dice have deemed it so, if the players transgress, if they ignore the warning signs, if they misplace their trust then let the punishment come. It's okay - we all know we're playing a horror game. (Or at least we should all know. Tell your players this is a horror campaign, don't leave them guessing the genre.) Losing can be as fun as winning. In this genre it's often more fun.

INTRODUCTION

The primary conceit of the Everlasting Summer campaign is this idea: that there exist terrible cosmic horror elder gods, but that one does not need to look to distant stars or realms beyond space and time to find them. You and I encounter them every day. We take them for granted, being so close and so central to humanity that to be rid of them would strip us down to primordial soup.

They are the Strife that leads us to violence. The Doom of mankind's ecological extinction. The State of our society. The Light that comforts us. The rabbit Hole we blindly crawl down.

Humanity gives birth to things it does not and cannot fully comprehend. They can only be peripherally glimpsed through the lens of philosophy, experienced in fits of raw emotion, or smelled in drug-fueled dreams. They live in the shadows of paleolithic walls, in ancient libraries, in the cruel edges of bayonets, and in social media. They exist in our minds, piece by piece, each to each.

Insight, the insanity mechanic of this campaign, is an abstract measurement of how much a person innately and unconsciously realizes this. As they experience the supernatural their Insight will climb. As they attempt to rationalize or forget what they've witnessed, Insight will fall. As their Insight climbs they begin to experience things differently. They see things as they 'truly' are. They begin to see the Platonic forms, the magic, the monsters. Things that don't like being seen.

The Player-Characters will not be heroes. They will be ordinary people with ordinary skills, driven to interrogate the truth in a desperate attrition-retreat from comfort. They will encounter things they likely won't understand. The closer to understanding they get, the closer the danger.

Tuesday, July 6, 2021

Underneath - Resolving Differing Realities

These rules are for use with the Underneath system, which makes use of a sanity mechanic to potentially have different player-characters seeing the same thing differently, simultaneously.

It's assumed that we're working within the horror genre here, although I suppose the same arbitration/narrative issue will crop up when dealing with any sort of diverged realities- be it hallucinogenic drugs, magical illusions, or whatnot.

When you're at the table, one of the unspoken assumptions is that all of the player-characters are essentially experiencing the same reality. This is derived as a matter of convenience - one Game Master, one reality. Having multiple realities simultaneously present necessitates a kind of narrative juggling which can be difficult to manage.

And in my experience if two realities are being experienced, the players will poke at it until it stops or they give up and leave. This can be difficult to narrate and reconcile. So here's a procedure for Underneath to help you as a GM.

~~~~~

Group A experiences "Reality A", Group B experiences "Reality B". How do you resolve this difference? Do you resolve it?

There are four possibilities for how it can resolve:

  1. Reality snaps to A for everyone.
  2. Reality snaps to B for everyone.
  3. Reality remains differentiated.
  4. A Synergistic Reality - A-B - comes into being.
And because we're working within the Horror genre here, Reality A-B on average is going to be the worst option for the PCs. They'll find they really don't want A-B, and that'll hopefully drive reality towards a tablewide consensus.

Underneath Resolution Rules

i. If neither group acts upon, acknowledges, or undeniably interacts with their reality, then both realities remain differentiated. Sound of a tree falling alone in the woods.

ii. If one group declares their reality and the other does not acknowledge it, reality snaps to the side that declared.

iii. If both groups declare their realities to each other, then we enter into conflict. When this happens, they argue with each other and to the GM upon which reality is more believable. The GM acts as an arbiter, but not a judge, facilitating and encouraging roleplay. If a consensus among the players is reached reality snaps to that decision.

iv. If both groups declare their realities and cannot come to a consensus in a modest amount of time, a Synergistic Reality comes into being.

Synergistic Realities


d6

Synergistic Reality

Notes

1

Reality begins shifting back and forth between the two. In the chaos a Wandering Encounter is drawn.

If this Wandering Encounter also produces a Synergistic Reality then all Players immediately become Lost in Space and Time.

2

Reality begins frantically tearing, opening a widening hole in reality. All who remain by this hole are Lost in Space and Time.

All players who don’t immediately begin leaving will get sucked in.

3

The area or creature simply disappears. It returns in 4d6 Hours.

If it’s a place, space neatly folds around it. All NPCs have no memory of the thing.

4

The object is now called ‘Something Incomprehensible’ by the GM. Something Incomprehensible crawls out of the object like a hatching egg.

Eyes and wings - too many eyes and wings. Unless all present characters prostrate themselves or avert their gaze, everyone immediately wakes up the next day with their Insight scores +3.

5

Things begin to glitch. The Glitched Man inconspicuously appears. Whoever next discusses the object will become infected with the Glitch. 

Each additional discussion on the topic advances the Glitch injury one step.

6

A true synergistic reality appears. The object is now a hybrid of the two realities, a conglomerate of aspects of each. It becomes Something In Between.

Something In Between has 4 HD and alternates its low Insight and high Insight behaviors. Its injuries permanently reduce one random stat each time it hits. 1d6: 1. Resolve 2. Instinct 3. Body 4. Empathy 5. Insight 6. Resources.