Showing posts with label Nameless Cults. Show all posts
Showing posts with label Nameless Cults. Show all posts

Thursday, February 20, 2020

Enemies of the New Sun in the Wilderlands

I read Shadow of the Torturer five times in a row before I got my hands on the rest of the Book of the New Sun. The whole thing was like a cruise missile right into my brain, and I haven't seen many people (except WWCD?) try to adapt anything from these books into their games. I introduced a Postulant of the New Sun in Land's End recently. I don't know if his involvement in the campaign will be significant, but I thought some highly enjoyable homework would be in order.

It's time to look at the mysterious ur-monsters of Urth! Details on these creatures are very scarce, so here are a few relevant quotes from the books. Glory in the masterful prose of Gene Wolfe for a little bit, and I'll try to make sense of it all further down.


**** ACHTUNG! SOME SPOILERS AHEAD. JUST READ THE DAMN BOOKS! ****


Eric He


The Shadow of the Torturer:

- I saw a caique, with high, sharp prow and stern, and a bellying sail, making south with the dark current; and against my will I followed it for a time—to the delta and the swamps, and at last to the flashing sea where that great beast Abaia, carried from the farther shores of the universe in anteglacial days, wallows until the moment comes for him and his kind to devour the continents. Then I abandoned all thoughts of the south and her ice-choked sea and turned north to the mountains and the rising of the river.


- The water closed over me, yet I did not drown. I felt I might breathe water, yet I did not breathe. Everything was so clear that I felt I fell through an emptiness more translucent than air. Far off loomed great shapes—things hundreds of times larger than a man. Some seemed ships, and some clouds; one was a living head without a body; one had a hundred heads. A blue haze obscured them, and I saw below me a country of sand, carved by the currents. A palace stood there that was greater than our Citadel, but it was ruinous, its halls as unroofed as its gardens; through it moved immense figures, white as leprosy.

Nearer I fell, and they turned up their faces to me, faces such as I had seen once beneath Gyoll; they were women, naked, with hair of sea-foam green and eyes of coral. Laughing, they watched me fall, and their laughter came bubbling up to me. Their teeth were white and pointed, each a finger's length.

I fell nearer. Their hands reached up to me and stroked me as a mother strokes her child. The gardens of the palace held sponges and sea anemones and countless other beauties to which I could put no name. The great women circled me round, and I was only a doll before them. "Who are you?" I asked. "And what do you do here?"

"We are the brides of Abaia. The sweethearts and playthings, the toys and valentines of Abaia. The land could not hold us. Our breasts are battering rams, our buttocks would break the backs of bulls. Here we feed, floating and growing, until we are great enough to mate with Abaia, who will one day devour the continents."


The Claw of the Conciliator:


-"You were correct when you said Erebus and Abaia are as great as mountains, and I admit that I was surprised you knew it. Most people lack the imagination to conceive of anything so large, and think them no bigger than houses or ships. Their actual size is so great that while they remain on this world they can never leave the water—their own weight would crush them. You mustn't think of them battering at the Wall with their fists, or tossing boulders about. But by their thoughts they enlist servants, and they fling them against all rules that rival their own."


- "We watch the giant because he grows. In that he is like us, and like our father-husband, Abaia. Eventually he must come to the water, when the land can bear him no longer. But you may come now, if you will. You will breathe—by our gift—as easily as you breathe the thin, weak wind here, and whenever you wish you shall return to the land and take up your crown. This river Cephissus flows to Gyoll, and Gyoll to the peaceful sea. There you may ride dolphin-back through current-swept fields of coral and pearl. My sisters and I will show you the forgotten cities built of old, where a hundred trapped generations of your kin bred and died when they had been forgotten by you above."


The Citadel of the Autarch:


- Master Ash pursed his lips. “Your Commonwealth is stronger than I would have believed, then. No wonder your foes are in despair.”

“If that is strength, may the All Merciful preserve us from weakness. Master Ash, the front may collapse at any time. It would be wise for you to come with me to a safer place.”

He appeared not to have heard. “If Erebus and Abaia and the rest enter the field themselves, it will be a new struggle. If and when. Interesting."


- “But you were right when you called them the slaves of Erebus. They think themselves the allies of those who wait in the deep. In truth, Erebus and his allies would give them to me if I would give our south to them. Give you and all the rest.”


- "Why?” I asked. “Why?” I was on my knees beside him.

“Because all else is worse. Until the New Sun comes, we have but a choice of evils. All have been tried, and all have failed. Goods in common, the rule of the people ... everything. You wish for progress? The Ascians have it. They are deafened by it, crazed by the death of Nature till they are ready to accept Erebus and the rest as gods."


- And yet there is a third explanation. No human being or near-human being can conceive of such minds as those of Abaia, Erebus, and the rest. Their power surpasses understanding, and I know now that they could crush us in a day if it were not that they count only enslavement, and not annihilation, as victory. The great undine I saw was their creature, and less than their slave: their toy; it is possible that the power of the Claw, the Claw taken from a growing thing so near their sea, comes ultimately from them.


The Urth of the New Sun:

- "...Great Erebus, who has established his kingdom there, will soon be driven before them, with all his fierce, pale warriors. He will unite his strength with Abaia's, whose kingdom is in the warm waters. With others, less in might but equal in cunning, they will offer allegiance to the rulers of the lands beyond Urth's waist, which you call Ascia; and once united with them will devour them utterly."


- "The armies of Erebus follow the waves," he said, "and all the defeats they suffered at your husband's hands will be avenged."


- "When has Abaia sought our good?"
"Always. He might have destroyed you..."
For the space of six breaths she could not continue, but I motioned Valeria and the rest to silence.
"Ask your husband. In a day, or a few days. He's tried to tame you instead. Catch Catodon... cast out his conation. What good? Abaia would make of us a great people."



Putting It All Together


According to Wikipedia: Erebus means 'darkness,' and can refer to either a primordial god born of Chaos, or "a place of darkness between earth and Hades." Abaia is a huge eel from Melanesian mythology.

I suppose this might explain where Wolfe got the words, but not his inspiration in creating these entities. If it weren't for that underwater monster in The Knight (I think aquatic things are a bit of a preoccupation for him) I would say the inspiration is pure Lovecraft. To wit:

1 - Live in the ocean (Erebus in the cold northern waters, Abaia in the equatorial ones)
2 - Of enormous size, too big to walk on land
3 - Space aliens who landed on earth aeons ago
4 - Could destroy humanity but would rather enslave it

Sounds just like Chthulhu, right? But what it also reminded me of is Armadad Bog, the god of the Viridians! Reading through the Wilderlands book gave me a few ideas:

Erebus, Abaia, and Armadad Bog are aliens from a far-off planet. They fell to the seas during the Uttermost War and remained after the other races departed. They predate the gods and most other sentient beings. Perhaps they were bio-weapons created by the Markrabs? Perhaps summoned by the Demon Empires, or even the elder races? Nobody knows anymore.

By crossbreeding humans with aquatic races (merfolk, deep ones, skum, etc) and their own alien genes, they created three of the peoples of the wilderlands:

-In the Sea of Five Winds, Abaia created the Orichalans, purple-skinned and hated by everyone for the excesses of their lost Dragon Empire.
-In Trident Gulf, Armadad Bog created the Viridians, decadent green-skinned imperialists.
-At the same time[1] in the Uther Pentwegern Sea, Erebus created the Avalonians, tall & pale ice-wizards of the far north.

This Lovecraftian crossbreeding was essential to the system. The entities can only exert psychic control over:
a) those who open their minds to them (the Ascians, madmen, or your classic Chthulhu Cult)
b) their children: the Viridians, Avalonians and Orichalans.

None actually know it, but the Viridan and Orichalan Empires were driven onwards in their conquests by the alien seed in their blood, which wanted only the enslavement of all humankind. Tragically, these cultures continue to choose their leaders from the "truest" among them: the greenest Viridians, the tallest & palest Avalonians, etc. In other words, those who have the most alien blood, and are most susceptible to influence by these malignant beings! Emperor Hautulin Seheitt of Viridistan has been acting strangely of late, and nobody knows why. Armadad Bog is stirring in the Gulf, and his dream of a global Viridian Empire rises in his children once more...

Armadad Bog is worshipped clandestinely as a god in Viridistan, and Erebus is venerated in Valon as Aram Kor, patron of wizards and lord of ice. Almost nobody knows the truth about them except a hidden sect which has guarded this lore throughout the ages. In Viridistan it's called Mer Shunna and I'll write them up for the next Nameless Cults!


*****

[1] According to the Wilderlands timeline, the cities of Viridistan and Valon were founded only 19 years apart.

Thanks to Steve for giving me the idea for this post in the first place. I'm pretty sick and have a harsh headache right now, which is why I'm writing this up instead of working on playable material for next game (or doing work). Oh well!



Friday, December 27, 2019

K.I.O.S. - Knights In Orcus' Service


So... I read the Metamorphica Revised. I bought Realm of Chaos: Slaves to Darkness on eBay. I dug into the classic Chaos Patrons Revisited. I love Noisms' idea and it's an inspiration for this post but it doesn't exactly suit my setting, which has exactly seven demon lords. I thought I would have more fun if I wrote up a unique table for each demonic patron! So here is my take on the Gifts of Orcus, done in the classic style of Realm of Chaos: Slaves to Darkness.


Chaos Patron: Orcus

[Stats are for both stupid systems since I run E6 Mathgrinder and Labyrinth Lord]

Like all Demon Lords, Orcus grants gifts to his devout clergy and lay servants alike. When a cultist gains a level they must roll on the Gifts of Orcus table below, according to this scheme:

-Single-classed clerics roll every level starting with 2nd.
-Non-cleric cultists roll on every even-numbered level.

Those who convert to Orcus late in life (after 1st level) must immediately make all the rolls they're entitled to while being inducted through a terribly painful ritual of some kind (sleeping amongst corpses for 6 days and nights, ritual flayings, etc). This changes the character's alignment to chaotic if it wasn't already. Under some circumstances a character may be able to avoid death by signing on with Orcus (just like in Chaos Patrons Revised), but this would require a save to avoid undeath as in result 97-99, and maybe some bonus rolls on the table just to teach them a lesson.

Advancing the cause of the demon lord can affect the gifts he grants. The DM will adjudicate a modifier ranging from -15% (extremely happy, you've advanced the cause of Orcus) to +15% (extremely disappointed, report for torture immediately). Orcus dislikes when undead are harmed but violence among his living cultists is fine, provided his long-term plans aren't ruined. Only the strong are deserving of his gifts.


Goblinoid Games


GIFTS OF ORCUS: d100

1-4 Infernal Assistance - Granted a demonic minion of HD equal to your level. It serves faithfully until destroyed, but may have its own agenda or tasks to fulfill.

6-11 Black Crushing Sorcery - Learn a random necromantic spell from the cleric or M-U list. If normally incapable of casting it due to class or level, the cultist can use it once per day as a spell-like ability. Roll d100 for spell level, with the same modifier used on the main Gifts table: 01-10 4th level, 11-30 3rd level, 31-60 2nd level, 61-00 1st level.

12-17 Grave Goods - Orcus grants the cultist a useful item from the abyssal treasure-vaults of the restless dead. Its purpose may be obscure, but it will always be something he is able to use. This is an opportunity to give the character a clue like a treasure map, mysterious key, one of those artifacts from Goblin Punch that I like so much or just a good magic item. If you're absolutely out of ideas, maybe use those tables from Realms of Crawling Chaos.

18-22 Familiar - Orcus grants the cultist a familiar. It takes the shape of (1d6) 1-4 a skeletal or zombie animal, 5-6 an imp or quasit.

[PF: standard familiar rules apply / LL: use this]

23-30 Undead Servants - A cadre of lower-level undead appear beside the cultist. Consult the 'Type of Undead' table below and subtract four from the cultist's level to determine kind and number. Mindless undead will obey until destroyed. Those of free will are more like hirelings or henchmen and are reluctant to undertake suicide missions, may have their own goals, etc.

31-35 Chaos Armour - Orcus grants the cultist a suit of bad-ass chaos armour. It will be a random type of metal armour irrespective of character class. If the cultist can't or won't wear it he may pass it on to someone else. I suggest allowing NPC cultists to cast spells in chaos armour without penalty.

Regardless of make & material, the armour gains the following magical bonuses every time this gift is rolled. [PF: +1 to AC, grants DR 5/magic or law / LL: +1 to AC, +1 weapons required to hit]

Make a save when the armour is first worn, or if this gift is rolled again [PF: Will DC 20 / LL: vs spells at -2] or it bonds to the wearer and cannot be removed short of a limited wish or similar magic.

36-41 Demon Weapon - A magic weapon appears at the cultist's feet, of a kind he is able to use. Inside is the bound spirit of a demon of the lower planes. Use the Realm of Chaos daemon weapon rules if you can figure them out, the ones in the Metamorphica, or create an intelligent magic sword as per the DMG. It is always chaotic in alignment and serves Orcus, although may have its own personal goals.

[Tables for creating demon weapons may go here, if I can get around to it]

42-49 Death Mask - The cultist is granted an ornate and valuable ceremonial mask. At 2nd level it is made of a base material like lead, iron or bone. As the cultist gains experience the mask's value climbs commensurately [100 gp per level] and it transmutes to copper, silver, then gold. Rolling this gift again doubles the mask's value and decoration each time: old and powerful cultists have ritual masks carved in wild patterns and studded with precious gems, and these are usually still worn while serving in Orcus' undead legions.

They don't do anything magical. Just hide your deformities, look ballin' and are worth a fair bit of dough when the forces of Law loot your corpse!

50-52 Rictus - The cultist's face melts into the desiccated, eyeless grin of a corpse. [PF: -6 CHA / LL: -3 CHA] All who come within 10' and see his face are struck with supernatural dread. 

[PF: Will DC 12 + (cleric level or 1/2 other class level) or frightened for 1d4 rounds / LL: As the spell Cause Fear]

53-56 Mark of Orcus / Dead Truce - His symbol is seared permanently onto the cultist's face, hands or some other prominent place for all to see. If an undead creature sees the symbol it must succeed on a save in order to attack the cultist, although it is free to attack his companions or take any other action. Free-willed undead are not affected.

[PF: Will DC 10 + (cleric level or 1/2 other class level) + CHA bonus / LL: Roll on the turn undead table as a cleric of your level]

57-62 Lich Touch - The cultist develops an icy-cold aura. His breath fogs even in warm weather and raindrops freeze on his skin. Touch an opponent in melee to deal cold damage.

[PF: 1d8 + 1/2 level / LL: 1d10]

63-66 Face of the Goatlord - The cultist's face deforms to resemble a monstrous, fanged black goat. His voice takes on a hircine quality and he may stutter or bleat from time to time. If he already owns a Mask of Orcus, it will change to fit his new anatomy.

67-79 Marked by the Grave - An aura of undeath surrounds the cultist, so roll on this great table by Necropraxis.

80-83 Mummified - The cultist's skin becomes withered and leathery, and his voice croaks with the dust of the tomb.

[PF: +4 AC, -4 CHA, +50% damage from fire / LL: +2 AC, -2 CHA, +1 damage per die from fire attacks]

84-87 Skeletonized - One random limb shrivels painfully into an appendage of bone. Roll d4: 1 left arm, 2 right arm, 3 left leg, 4 right leg.

A withered arm gives [PF: -4 STR / LL: -2 to hit & dmg] with any task involved. A withered leg reduces your movement speed [PF: -5' per round / LL: From 120' to 90' or from 90' to 60', you get the idea]

88-90 Contagion - The cultist is infected with an incurable disease of some kind: leprosy, the black plague, red ache, the trembles, polio. It is survivable, but not without damaging the cultist's body irreversibly. However, it can now be transmitted by touch:

Roll 1d6, and count down the stats on your character sheet in whatever order they're written. That statistic is reduced by 1d3 points, permanently. The cultist may touch opponents in melee to damage that same characteristic by 1d3 points. Whether the cultist's victims can recover from this disease or the attribute damage is up to your system and your DM. Play hard...

[PF: Fortitude DC 10 + (cleric level or 1/2 other class level) + CON / LL: Save vs. poison]

91-93 Dead Already - The cultist's organs begin to wither as his body prepares itself for unlife. For now he is still alive and needs to eat, sleep & breathe, but is harmed by Cure and healed by Inflict spells just like undead creatures. He cannot recover hit points naturally, is immune to bleeding damage & won't bleed out below 0 HP, is immune to sneak attacks and critical hits.

94-96 Level Drained! - The cultist loses one level and all corresponding abilities, spells, saves, etc. He retains all experience points and can advance to the next level as normal to make up his losses. I like these Necropraxis level-drain rules, they're what I use at home.

97-99 WAKE UP! TIME TO DIE - The judgement of Orcus descends. The cultist must make a saving throw [PF: Fortitude DC 20 / LL: vs. death with a -2 penalty]. If it's failed by a margin greater than [PF: 10 points / LL: 5 points], he is instantly slain! If the save is failed by a smaller margin, Orcus grants his follower hideous unlife. Refer to the 'Type of Undead' table below based on your level.

If the save is passed, Orcus spares your miserable life for now. Take gift 42-49: Death Mask instead.

00 Chaos Attribute - Found unworthy of a divine gift! Roll on a giant mutation table instead. I'll be using the Metamorphica or you can go back to the original Chaos Attributes table, or I have an old compilation of tables here that includes plenty of greats.


* Type of Undead Table *

-2: skeleton (1-6)
-1-0: skeleton (2-8)
1-2: skeleton (2-12)
3-4: zombie (2-12)
5-6: ghoul (2-12)
7-8: wight (2-8)
9-10: mummy or wraith (2-5)
11-12: vampire or spectre (1)
13+: death knight or lich! (1)


*****

Next up for this treatment: Abraxas! In the meantime, here is some goatlord-approved music:


Friday, January 25, 2019

Nameless Cults VII

This is one I've had on the back-burner for a while. It goes hand-in-hand with the next article which I hope to put up next week, if the Emperor and homework permit.

*****


CULTISTS OF ABRAXAS, 
Master of The Final Incantation, The Cruelty of the Heavens




No. Appearing: 1d4
Alignment: C
Move: 120’ (40’)
Armour Class: 12
Hit Dice: 4
Attack: kris (1d4+1) or spell
Save: MU
Morale: 9
Hoard Class: special
Experience: 245


Librarians, lorekeepers, thieves, treasure hunters and finders of secrets, the cultists of Abraxas hoard lost knowledge. Each one hopes to amass enough information to be one day raptured away to the demon lord's long-lost dimension of secrets where they'll study forbidden tomes eternally at the grandest library in creation. 

Each cultist (they call themselves "scribes," which has led to confusion a few times) has his own field of literary interest and spends most of his time amassing a collection, sometimes travelling around the world to search out unique volumes. That makes every member of the cult a sage in his own right, and usually a seasoned thief. Forming a relationship with an Abraxian coven is a great way for adventurers to get questions answered. 

Devotion to their lord is measured by secrets learned, books acquired, and personal information stored. Cultists tattoo or even carve words all over their bodies: important secrets, passwords, names, spells, titles of books they've found, things they don't want to forget but are too sensitive to write down anywhere else. High-ranking cultists get completely covered in writing over the course of years. There is a story (maybe apocryphal) among scribes of one who sold his skin as storage space to two kings to save state secrets - many like to speculate on what happened when each monarch found out about the other!

In their private gatherings they wear as little clothing as possible to better showcase their piety but when encountered outside their lairs they are usually in disguise with as much skin covered as possible. Unlike many of the Nameless Cults who come around the corner yelling "WAAAAGH!" hacking and slashing, you might meet an Abraxian and have no idea whatsoever until it's too late.

While they do technically worship a Chaos lord, they aren't all that dangerous unless you have a book they're interested in. Experts at tracking down scraps of lost information, they'll find out all your secrets and sell them back to you to get what they want.

Most scribes aren't well-suited to battle, preferring the routes of knowledge and stealth. Their master's favour does lend them some assistance though: they have inhuman vision, especially in dim light (double the normal distance of whatever light source you're using). Their exotic, wavy kris knives are imbued with a portion of Abraxas' hunger for information: on a successful hit, save vs. spell or 'forget' a random memorized spell up to a level equal to the damage dealt. The scribe gets +1 to hit on his next attack roll with the kris per level of a spell stolen in this way. Once a scribe is killed, his kris will remain powerful for 24 hours before becoming a normal weapon again.


Fleshly Magic

When scribes are pressed, they can use some of their lost & secret knowledge to cast spells. Consuming their tattoos (burning them with fire, flaying the skin, etc) will invoke powerful magic. Roll a die sized equal to the HP damage the cultist takes (ie. 6 damage, roll a D6). The result is the level of spell the cultist manages to cast. DM's choice, or roll randomly on a spell list from a brand-new supplement you just bought or totally different game to really give your players a shock.

No scribe wants to do this, and will resort to it only having exhausted all other options.

Cultists that are killed or captured can be valuable sources of knowledge & arcane power. Flaying their skin and treating it with special preservatives can render some (very gross) spell scrolls. Roll a die sized using the scribe's remaining hit points if alive, or 1d3 if you're scrounging from a dead one. This gives the combined spell levels of scrolls you can salvage. Again the spells are rolled randomly from your list (cleric, MU, whatever feels appropriate). This renders any secret knowledge the cultist scribed on his body unreadable - you can't have both.

Abraxian covens have been known to pay enormous ransoms for hostages for this reason. Even a dead but intact scribe is worth more to them than a living prisoner missing some of his text...

*****

Also: I just discovered the Mud & Blood podcast. Really cool stuff if you're into Warhammer, or dark fantasy in general. Give it a listen!

Dig into this album for the next time you run Death Frost Doom or the PCs make an unscheduled stop in R'lyeh:


Monday, October 1, 2018

Nameless Cults VI

I was thinking about Warhammer the other day, and reading some of my old books. I had forgotten for a while how fucking pure it really is, despite cutting my teeth on 40k for years back in the day. (My space marines were consistently mangled by my pal Dave's chaos army).

Games Workshop was tapping into something really special way back in those early days. Is there any point in doing the Lovecraft Mythos, or classic AD&D demon lords, or the absurd profusion of extra-dimensional beings in Paizo's Book of The Damned (which I do like...), when we have the mainlines to our collective unconscious called Khorne, Slaanesh, Nurgle and Tzeentch? 


Just a thought.


CULTISTS OF TSATHOGGUA the demon toad-god, AKA The Hungry One, Zothaqquah


These are good


No. Appearing: 1-6
Alignment: C
Move: 120’ (40’)
Armour Class: 16
Hit Dice: 2
Attacks: 1
Damage: by weapon (whip or club)
Save: D
Morale: 10
Hoard Class: I
Experience: 38

Tsathoggua is a hungry god. Its clergy cast living offerings into the slimy feeding-pits at their temples in the hidden and dark places beyond the Barrier. For those who aren't eaten, another fate is in store:


TRANSFORMATION

Seeking to prove their faith, postulants to the cult of the demon toad will modify their bodies to resemble a frog's: they cut their mouths wider "chelsea grin" style, or have their thumbs broken and reset sideways to bend the same direction as the other fingers. Some graft skin-webbing between their fingers, or immerse themselves in brightly-coloured dyes to remove their humanity. Filing the teeth down flat and even hideous eye surgeries are not unknown. Through these modifications they become closer to the Hungry One and his ascended servants, the tsathar or toad-men.

For initiation into full membership in the cult, they cast themselves into the slime pit that forms the center of every temple of Tsathoggua. These pits could be as simple as a humble cauldron for a minor shrine or the size of foul swimming pool of corruption in the case of a major power center.

Repeated immersions in this primordial mixture renders humanoid flesh down to a soft, spongy material resembling moss or algae. Veteran cultists can be recognized by their pale green, yellow or blue skin and bleary indistinct features - their humanity has been slowly washed away. They don't become slime creatures (we'll save that for another NAMELESS CULT edition), but rather a strange plant-slime-toad hybrid being. This bodily transformation has several effects other than the cosmetic. Cultists' moss-bodies are spongy and absorb blows easily, thus their high natural AC (they don't usually wear armour).

(Player characters without the cult's blessing who get immersed in the slime pit should at the very least take HP damage, if not be dissolved utterly. Tsathoggua is hungry!!!)


SPIRIT ANIMALS

A transformed cultist's moss-body cannot contain an intelligent humanoid's mind or spirit.

Instead, they carry their souls in small animals (reptile, bird or rodent) that live inside their bodies. This spirit-animal IS the cultist in a real sense, their 'body' is like a giant moss-suit controlled from within. This animal can leave the cultist's body to send a message, spy on foes or do any other task its form will allow. While the animal is outside, a cultist's body has only zombie-like intelligence and will continue with whatever task it was last doing when the spirit-animal departed.

If a cultist is killed, his spirit-animal will crawl out of the corpse's mouth in 1d6 rounds. It makes all haste to the temple where it will immerse itself in the slime-pool and grow a new body. This is the equivalent of a Raise Dead or similar spell, the new body is an exact duplicate of the last one.

If the spirit-animal is killed while on a trip outside the cultist's body, it remains alive but near-mindless. It continues with the last thing it was doing before its spirit left, or will follow simple orders given by a cultist of higher rank, a tsathar, or any other frog- or toadlike being.



These unfortunates are used as shock-troops and cheap labour since they don't complain. Without the animating force of a mind or soul, they don't feel pain and cannot recover hit points or heal in any way. You'll encounter many that are missing fingers or even limbs, getting shoved out in front en masse by the cult to mob their opponents and bring them down with sheer numbers. Another vicious 'recruitment tactic' is to immerse hapless villagers in the slime-pool, and then reach down their throats and pull out their spirit-animals...


***** ACHTUNG! PATHFINDER SECTION *****

Since Tsathoggua's cult also exists in Land's End (not all the Nameless Cults do) I have to come up with PF stats for them. I have sworn not to compose a single one of those infernal stat blocks.


Luckily the Tomb of Abysthor has tsathar already! Their stats will work fine for all the transformed cultists, pretty sure they are 2 HD anyway. Postulants can just have basic stats based on race/class, nothing fancy.

***** END DIGRESSION *****


Now let's get back to the important thing...

CULTING!!!





Friday, June 15, 2018

Unlikely Allies, or Hail Sithis!

Had a fun-filled trip to Toronto last weekend; my head still feels like it's in a vise. I guess even I need to sleep sometimes. Took me a while to pare this down to a decent idea:

*****

Some of my roommates are playing Skyrim right now, so I tried it out. I haven't played an Elder Scrolls game since Daggerfall (in 2002 that game was already ancient history. Dear God!!). I remember having fun back then joining the fighter and mage guilds, crawling through dungeons, and contending with the god awful FPS sword fighting controls.

So I made a mean-looking orc with no plan beyond using heavy armour and big weapons, joining the Champions, just being a good-guy fighter clanking about which seemed to be what the game was hoping for.

It didn't work out that way. First it was the lycanthropy, but soon enough I was waging war for Malacath, backstabbing for Molag Bal and committing human sacrifice for Boethiah. I joined the Dark Brotherhood and slew beggar and emperor alike for hard cash. Now I prowl the countryside for friendly innocents whose souls can feed my Ebony Blade (it's basically Stormbringer, and gets more powerful when it kills allies & friends). Turns out, the bad dudes of Skyrim have the best quests and the hottest gear!

BEND THE KNEE, MORTAL.

*****

Everybody knows Elric, he is the classic good guy taking quests from an evil patron, and it works beautifully. Sticking to the simple law/chaos alignment axis of Moorcock and leaving questions of good and evil up to the hero's own conscience (you guys remember having one of those?) lets this work so well, and is why I always love simple L/N/C alignment in my home games.

Because alignment is ridiculous - your belief system/personality/morality is also a set of super-physical laws that bind what you can do and how magic works on you, etc? Let's see a game with the protection from secular humanist spell. Actually I would play that, but it's not the point. When some of my gamer pals and I get drunk, alignment becomes the subject of argument so often it's a running joke.

The best solution I have is to differentiate between the 'moral compass' portion and the 'cosmic allegiance/supernatural laws' portion. Alignment covers your cosmic affiliation in my game, and will change your religious options, magic items, some spells, and certain social interactions. In this way it's more like a 'cosmic vibration' than anything else.

It will *not* prescribe which actions your character is allowed to take. Soooo you can be a Lawful piece of garbage (check out most LotFP material for lots of these guys), a Chaotic good guy like Elric, or anything in between. If you don't care about the gods or unearthly forces, or don't want to participate you can be neutral.

So Skyrim had me thinking: what about PCs who say 'fuck it' and sign up for an evil cult to get fabulous cash & prizes?

*****

In Dark Souls (my personal fave of course), you can battle your way through a crypt rammed with skeletons, wherein a coffin can be climbed into, taking you to their boss - Gravelord Nito - who promptly offers to sign you up for his covenant and give you a magic sword so you can fight other players online in his name! This doesn't give you any protection against his skeletons though, because everything in the game is trying to kill you. This feels weird, but makes sense in the game's milieu.

Sign me up!!!

I've spent a fair bit of time outlining the deranged cultists that hunger to crack the PCs' skulls open and feast on their very brains. I suppose what makes this idea cool in Dark Souls is what makes it difficult at the table though. A friendly (albeit hideous) face in the middle of the dungeon who is part of a normally dangerous faction, but is nonhostile. Usually, my players would expect to chop their way through a horde of foul monsters to encounter a boss, oversized beast or evil mastermind of some kind.

To get there only to find a job offer is a bit of mental whiplash. Let's brainstorm:


WAYS TO SIGN UP WITH THE FORCES OF CHAOS

Divine Concealment:

Maybe the god you think you worship is actually... something far worse. Could be the god you started with, or one you just stumbled across, and like an idiot started hanging out at their lost and forgotten altar.

Desperation:

Remember in Saga of the Swamp Thing when Arcane appeared to Matt Cable as a fly and saved him from that car accident by possessing him? (Holy crap, I just remembered how great Swamp Thing was). This is great if your PCs get in over their heads, as mine do quite often. Instead of a TPK or some other catastrophe, they get stuck with a new patron who wants some harsh tasks accomplished!

Information:

This is another perennial favourite around my place, as the dudes relentlessly interrogate everybody until they can't say any more. Just let it be known that you have information they want - all they have to do is sign on the dotted line. Intel on their enemies, maps of the area, advice on the future, this is basically what Contact Other Plane is for.

Greed:

Especially with XP-for-treasure, my newfangled ultra-expensive jackass equipment lists and magic items being exceptionally rare, signing up with Arioch might be the only way to get the swag you need.

Compulsion:

Being Dominated to do the Elder God's task might be cool in limited doses or over the short term, but who plays D&D to get bossed around? Make sure there is a way out, and/or prepare for your PCs to try and whack the entity that just Geased them, unless they get paid real well.

Supplies/Healing/Equipment:

Setting up the sinister cult as a dungeon or wilderness trading post forces the PCs to at least make nice if they want healing, rest and a place to resupply. This is basically how Dark Souls does it, since all the covenants give some kind of cool swag, a store to shop at or something else. Maybe that deadly new Chaos-tinted weapon you swing around is doing something to your... chakras... though?

Plot-related purpose:

This ties in with Information and others. Maybe there is a dungeon entrance in some forgotten corner of the cult's HQ (I mean, they could just fight through...). Maybe if we rise through the ranks, they'll give us a key that unlocks that damned door we cant get past! (This is straight from Dark Souls, where you need to rank up with the Chaos Servant covenant and a certain door to save Solaire in the end).

Hearing voices:

In Skyrim it happens the same most every time, you just walk up to an impressive-looking statue and hear the Daedra's voice in your head. I find this pretty heavy-handed, not to mention it doesn't really fit for Azathoth to do shit like that. Maybe for more small-time spirits or godlings.

Curses:

Using the great forbidden tome rules from Realms of Crawling Chaos, you might get more than you bargained for when you dig into that sweet new spellbook. Spontaneous alignment change being the least of it!

Mutation:

Remember that huge mutation table a few posts back? PCs who accumulate more of those will find their alignment inexorably turning towards Chaos.


*****

I'll add more as I think of them, but this post has gone on long enough. In the meantime, remember to DIE!!!!



Thursday, November 30, 2017

Nameless Cults 666: Reflections of the Solstice / I'm Flaying Everyone


Here we go with some cultishness that for once isn't based in H.P. Lovecraft! 

I'll bet you thought it would never happen. Starting with the heaviest, nastiest, most Black Metal bad guy, the whole reason I'm using the classic demon lords in the first place:

ORCUS!!!
AKA Prince of the Dead, The Goatlord, Yredelemnul, His Corpulence

Why even play Labyrinth Lord without Orcus? He is the game's mascot. The question is how to make him scary, dangerous and interesting? We already have Chthulhu, Azathoth and other extra-dimensional beings inimical to human life and sanity.

The difference has to be interest. Yog-Sothoth doesn't care about you and doesn't even notice its human worshippers, but Orcus Wants You to play Labyrinth Lord! (and for his army of the undying). He answers prayers, gives instructions and sends servants and avatars to Earth, just like normal D&D gods & demons.


If you don't want this guy in your game, then fuck you.

In classic D&D and Labyrinth Lord, Orcus is the lord of the undead, but I've already given some control over undeath to the Esoteric Order of Dagon, who raise the drowned from beneath the waves. Of course lots of people could learn to raise the dead, but I want more flavour.

Since I included muscled-up Chris Moyen goat monsters in my game, they naturally fall under Orcus' purview. Let's say their own legends place him as their ancient progenitor. If this is true, it means they are a race of true demons living on Earth, and should be vulnerable to banishment, holy word, etc, although few pious folks are interested in finding out. No musclegoat-women have ever been spotted, and nobody knows if they are created, summoned through gates from Orcus' realm, or born by some other means.

Orcus also resembles Baphomet, which is interesting. D&D and heavy metal already combine in a great way, but Baphomet means the occult is no longer implied, it MUST be involved. This gives Orcus domain over secrets, forbidden magic and maybe some groups worship him under the guise of some other being, never knowing who they really pay homage to? I see it as Orcus representing all the things your mom's church said D&D was about. Orcus' priests will have special spells, and I can try to base them on historical ceremonial magic to add that little bit of Extra.


The grand-daddy of them all.

To sum up:

Orcus is the demon lord of all black metal topics: undead, goatmen, spikes, whips, church burnings, human sacrifice, the occult and crucifixions. He opposes Christianity (unlike Satanism, which I'm placing alongside Gnosticism, etc as one of many choices in a MUCH more tolerant, polytheistic and unrealistic Judeo-Christian pantheon), countering the ideas of piety, meekness, martyrdom, and heavenly reward with: existing forever among the undead.

He is not charismatic, tempting or sly. He just sits around saying "Hey human, you wanna live forever? Well, here's the next best thing: lichdom, or if you aren't a wizard, maybe as a shadow or wight or something. We'll give you a bunch of skeleton slaves and you can keep all the goth girls to yourself."

"Don't like it? Finger of Death!!"


LICK THE HOOF.

Placing the worship of Orcus in the setting should be quite easy: the historical Orcus was a Roman underworld deity. So I'm thinking Rome made dire bargains to preserve its power in the waning years of the corrupt empire. Along with Demogorgon and other demon lords, Orcus was invoked by the Romans during their withdrawal from the old city of Londinium. The disastrous results of that final battle can still be seen today by anyone foolish enough to venture near that cursed city (better believe we'll be seeing more of it soon).

Wherever decadent and corrupt Roman culture still lives in Albion, the worshippers of Orcus can't be far behind. They hate that they were driven underground by Christianity, and sometimes make temporary alliances with other forgotten cults to bring down the age of the Crucified One.

The other great thing about putting Orcus in the game is I can use all those Necromancer Games adventures I have, since they also love the guy and so many of the dungeons were built by his cultists. Holy fuck, should Rappan Athuk, the dreaded Dungeon of Graves, be somewhere in Albion? Maybe/maybe not, but there is a good stack of other great adventures to be used. The Crucible of Freya and The Tomb of Abysthor are both sweet low-level jams.

Flipping through these modules again is already getting me stoked to start hacking them up and shoehorning them into the game!

*****

I was going to write up Demogorgon too, but I forgot about this! I simply can't come close to doing a demon lord like the aliens from Animal Man and referencing every band with that name from Metal Archives. I'll try and reinterpret some other classic D&D villains if I can.

*****

Now here is a fat stack of Orcus-approved albums:

The main thing:


You have no choice but to turn this up loud:


Hella fast goat-grind, listen or be FLAYED:


Worth it for the atmosphere, vocals and guitar tone alone:

Saturday, November 18, 2017

Naming the Cults

It's snowing outside.
This is an easy one. A master table of all the religions in the game! I had a heck of a time adding and subtracting to this so that some might be familiar to my players, there aren't too many to keep track of (I'm looking at you Celts), few boring non-adventurer gods, and it still adds up to a number that we can roll on a set of dice.

I think this is a good balance. The other gods from the real-world pantheons are still around, but the priestesses of Hestia for example won't be encountered strolling down the highway on a quest.

You may note a great degree of... "ecumenism" in this setting. I'm definitely taking a more freewheeling approach to religious conflicts, where the temple of Satan can walk across the street to talk to the Christians instead of ally themselves with the servants of Orcus against all the forces of good, and where Loki's clerics could team up with Wotan's servants to help their culture conquer Britain and the forces of Lugh & Arawn. Plenty more combinations await!

!!!! RELIGION TABLE !!!!
Master table for rolling up random clerics/cultists
Where devotees of some of these "religions" get their spells is up to your own judgement.


D48 (d6 & d8) ROLL:


ABRAHAMIC
11 Jesus
12 JHVH
13 Satan
14 Gnosticism
15 Pelagian Heresy
ANGLO-SAXONS
16 Baldr - the shining one
17 Bragi - skalds
18 Loki - trickster
21 Thunor (Thor) - storms, thunder, you get it
22 Tiw (Tyr) - glory, war, law
23 Wotan - wisdom, language, war
24 Eastre - spring, dawn
25 Freyja - love, fertility, sex, death
26 Frige (Frigga) - wisdom, foreknowledge
27 Hel - underworld
BRITONIC
28 Arawn - underworld
31 Belenus - “the fair shining one”
32 Crom Cruach - “bloody crooked one,” human sacrifice
33 Dagda - druidry, magic, fertility, agriculture, strength
34 Lugh - skill, crafts, war
35 Manannán - sea
36 Brigid - spring, healing, fertility, poetry
37 Ceridwen - rebirth, transformation, inspiration
38 Morrígu - war, fate, doom
ROMAN
41 Apollo - sun, music, healing, truth, prophecy
42 Bacchus - wine, madness
43 Jupiter - sky, thunder, king of the gods
44 Mars - war
45 Mithras - secret warrior mystery cult
46 Neptune - sea
47 Pluto - underworld
48 Saturn - agriculture, wealth, generation, dissolution, time
51 Vulcan - fire, forging
52 Diana - hunting, the moon, nature
53 Minerva - wisdom, strategy, trade
ANCIENT ONES
56 Dagon
DEMON LORDS
62 The King in Yellow
63 Thasaidon
64 Arioch
65 Orcus
67 Jubilex
68 Lolth


*****


Now for something more relaxing: