More illustration work for Pernicious Albion, the ancient war witch, dissipated divinity, majordomo of the House of Death; The Morrigan.
More illustration work for Pernicious Albion, the ancient war witch, dissipated divinity, majordomo of the House of Death; The Morrigan.
Back in this post I mentioned testing out new Mystic rules, and the new religion we made up based around a Florian Bertmer illustration entitled “Order of the Seven Serpents”.
Well I’m pretty sure I’ve smoothed them out to a point where they’re both easy and flexible enough for public consumption, so here you go.
The actual cards are below (I print them on A4 card, punch out the holes and bind them to make a little book), but this is the general idea:
Click to make readable.
And Malpractice is still a thing so here’s the table for the Seven Serpents:
|d20||Malpractice - Order of the Seven Serpents|
|1||A black serpent slithers its shimmering body from the target, inflicting a further d4 damage as it emerges.|
|2||The ritual succeeds, but the target's skin becomes progressively tighter, causing an increasing -1 penalty to physical rolls every Turn, after 3 Turns their movement halves, after 6 Turns they will need to shed their skin.|
|3||Snake eggs form in the wound or wherever else seems suitably awkward, and the target can't be mystically healed or cured until they hatch in 2d8 hours or are accidentally destroyed.
If they hatch, the target is immediately healed of all ailments and can make a one-time appeal to the Seven Serpents.
If they are intentionally destroyed, a venom-dripping sludge snake forms from the yolk and attacks whoever is responsible.
|4||The ritual succeeds, but an incredibly long snake tongue permanently glides in and out of the site of the wound (or other part of the body if there was no wound). It is perfectly linked to the target's sensory system, tasting the air for them, making it harder to be surprised, and easier to find things by scent.|
|5||For the next day the target cannot bear to keep their eyes open in bright light, but with their eyes closed can feel vibrations and sense nearby heat.|
|6||The ritual succeeds, but the target's skin grows dry and cracked, flaking away to reveal beautiful iridescent scales. They find themselves able to squeeze and compress themselves through anything big enough to fit their head.|
|7||Part of the target's skin peels back as if it were trying to renew what lies beneath, but all that lies beneath is bleeding muscle. Take d6 damage.|
|8||The ritual succeeds, but a churning grows in the target's stomach, inflating it, until a month later they spontaneously give birth to a stream of juvenile snakes from whichever orifice seems most convenient. This will happen every month.|
|9||The ritual succeeds, but tissue-eating venom bubbles up from the target's body and consumes d6hp of the Mystic's flesh before diluting.|
|10||The ritual succeeds, but part of the target's body withers and falls away to enhance their sleek silhouette, roll a d6:
1: An entire arm.
2: An entire hand.
3-4: d6 fingers, target's pick.
5: An entire foot.
6: An entire leg.
|11||The target's saliva becomes envenomed for d4 Turns, and they'll need to let it drool out to avoid poisoning themselves by swallowing.|
|12||The ritual succeeds, but the target finds that a rather phallic stubby snake grows from their body. They accidentally discover that rubbing the snake and causing it to cough up coagulated venom causes it to diminish somewhat, though it seems the process would need to be repeated at least d20 times before the snake phallus clears up.|
|13||Gnarled curling horns twist out of the back of the target's skull and a furry, huffing goat's face emerges from their neck, opening its mouth to vomit slick red baby snakes down the target's back. Target must save vs. Poison to stop it continuing to birth and permanently stealing half of their hit points.
If they stop it birthing it will remain as it is and bleat and vomit in surprise any time someone sneaks up on them.
|14||The target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent.|
|15||The target's blood turns cold, they'll need to find ways to keep warm in cold environments away from the sun to avoid losing all physical bonuses and moving at half speed.|
|16||The target notices small glistening tongues flicker intermittently from slits in the tips of the fingers of one arm. Over the next few days their fingers fatten, muscle in the arm turns fatty and their bones seem to break down, their fingernails fall away and scored lines open over the top of their fingers and up to their shoulder.
Five serpents dwell within the arm and move it in sinuous curls, emerging up through the slits to let the arm casing slip off and hang limp to allow them to strike.
Charisma check to call them out, granting 5 bite attacks, roll on Poison table for each successful bite. They'll stay active as long as you make a Charisma check every Round, but will spend a Turn getting back into your arm after the first failure.
12AC/DB, on a successful melee hit an extra snake is affected for every 2 points above target. If any of them are killed you don't need to make Charisma checks while attacking the thing responsible.
|17||Anything within 30' that has eyes must save vs. Magic, otherwise small golden snakes push out from their eyes and break them like eggs, falling to the ground in a pool of yolk and occular fluid.
More eggs will grow in the sockets in d12 hours, and can be turned back into eyes if the Mystic successfully heals them.
If the Mystic fails, birth more snakes. Repeat.
|18||The ritual succeeds, but musty hair grows in patches over their body, and two bony nubs can be felt on their skull.
The target must save vs. Poison every day to prevent the condition progressing, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row they complete their transformation into an ordinary goat with a lit candle on its forehead that never burns out.
Any healing from a Servant of the Seven Serpents during this time will actually progress the condition.
|19||The Mystic can feel something digging at their mind and must save vs. Poison. If they fail their body is torn apart from within by emerging singing bluebirds that swirl into the sky and fall upon all those around them.|
|20||The ritual succeeds, but the next time they sleep the target must save vs. Poison. If they fail, their body slowly transmutes and slithers away throughout the night until there is nothing left of them but a dry outer skin.|
The thing I like most about these rules is that I can have Mystics of different religions running around that actual feel and play like they have different religions, without having to do, like, any work. It pretty much just happens.
If you’d like to make your own you can download the InDesign file for the cards from Penny Pamphlets or click here, and spend 5 minutes altering the Liturgies and Inherent Abilities to whatever religion you like.
And if you can’t be bothered actually writing a Malpractice table beforehand you can just use this template and make up the specifics as you need them:
|1||Target takes damage.|
|2||Ritual succeeds, but target is subject to an ongoing debilitation.
(roll on Duration table)
|3||Target is subject to an ongoing effect or alteration, no mystical healing or cures until it ends.
(roll on Duration table)
|4||Ritual succeeds, but target is subject to a permanent effect or alteration.|
|5||Target is subject to an ongoing debilitation.
(roll on Duration table)
|6||Ritual succeeds, but target is subject to a permanent effect or alteration.|
|7||Target takes damage.|
|8||Ritual succeeds, but target is subject to a permanent effect or alteration.|
|9||The ritual succeeds, but the Mystic takes damage.|
|10||Ritual succeeds, but target is subject to a permanent effect or alteration.|
|11||Target is subject to an ongoing effect or alteration.
(roll on Duration table)
|12||Ritual succeeds, but target is subject to a permanent effect or alteration until they perform a task to remove it.|
|13||Major mishap involving detrimental alteration, loss of hp or stats, etc.|
|14||Target is subject to a major permanent effect or alteration.|
|15||Target is subject to a permanent effect or alteration.|
|16||Target is subject to a permanent effect or alteration.|
|17||Area affect that everyone within 30' must make a save to avoid.|
|18||The ritual succeeds, but the target is subject to a progressing condition.
The target must save vs. Poison every day to prevent the condition progressing, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row the condition results in their spectacular death.
Any healing from a Mystic of the same religion during this time will actually progress the condition.
|19||Mystic must save vs. Poison or die.|
|20||The ritual succeeds, but the target must save vs. Poison the next night or die.|
So Petty Gods is being re-revived, and here’s one of my awful entries.
Text from a year or so ago, art from a few days ago.
Hidden away in the mountains, living in whitewashed caves, away from the prying eyes of those who would call themselves holy.
Their god is a walking mountain of flesh, all-consuming, ever enduring.
When the stars are deemed right, worshipping before an idol carved into stone wall, when their ululations reach fever pitch one of their number is blessed with transformation, alchemy of the soul and body. Their limbs atrophy and their back bends, their torso expands to the floor like a dropped sack, skin grows dark and pocked, their flesh is doughy and pliable, it is forbidden to touch during the transformation. Their head rots and retreats into the body, new pink-flecked quivering orifices open on their belly and across their sides, dissolving anything placed before them into atoms and breathing in the spore cloud.
Holy manifestation of their god, the Atmungsgebirgshund is carefully moved to a dais, carved from a crop of stalagmites, fed and adored. As it feeds, the Atmungsgebirgshund’s body becomes ever more stone-like, fracturing, forming peaks.
When the stars again proclaim the time right, crowning spires of light grow from the pinnacle of the Atmungsgebirgshund’s spine hill, and the Delvers fall upon it with pick and hands. They drink deeply of the golden blood that flows as they break away the shards of its flesh, and they are once more blessed to live long in worship amongst the mountains.
Their god does not exist. Their god is communal. Their god is them.
If they were destroyed, so would their god be.
Their number never exceeds 40, breeding is only permitted when another member has been lost, either by violent death or ascension.
Memories of persecution have rooted deep over the ages, and any intrusion into their caves will be seen as an attack. The Delvers are non-violent, their god is not. Some will delay the intruders, throwing their bodies upon the blades, others will fall against the Atmungsgebirgshund in supplication to be consumed.
Cracking shards of primordial blue light extend from the Atmungsgebirgshund’s belly, roots worthy of a mountain god, the orifices penetrating its side expand and howl like rushing wind, every Delver sacrificed on its body increases its HD.
You will see a mountain walk, you will see your flesh drawn across the room like pollen on the wind.
Once the first Delver has been sacrificed on its side, the Atmungsgebirgshund is able to digest the flesh of one creature within 4′ at the rate of 1hp per round. Every additional sacrifice increases the range by 4′ and allows another creature to by consumed simultaneously.
Every round there is a 10% chance of fragmented spikes of blue light bursting from the earth, impaling the unlucky creature above, consuming them from within in floating blue sparks that rise as the spikes retreat. Save or Die.
If anyone other than a Delver attempts to drink the golden blood of the Atmungsgebirgshund roll below.
|d6||Effect of the Blood of the Atmungsgebirgshund|
|1||Your torso turns to stone, brittle internal walls crack and break, you're alive as your body splits in half and stone organs spill across the floor.|
|2||An atomising black hole forms in your belly, consuming you from the inside, lasting another hour after you have disappeared, affecting anything that comes within 10'.|
|3||Roots of molten stone seep from your feet and embed deep into the earth, your legs petrify up to the knees. Better find a hammer.|
|4||For the next 4 days you gain no nutrition from anything you eat, you grow weak, but a solid gold nugget is forming in your belly, worth 2000gp if you can pass it.|
|5||You can hear the Breathing Mountain, you weep at its glory, you remain in the caves to rebuild its family and live forever. Slay any who would stand in your way.|
|6||The blood of the earth fills your veins, you will never age, decrease your Dexterity by 1 every year that you do not drink the golden blood of the Atmungsgebirgshund as you slowly turn to living stone.|
I’ve been doing some illustration work for Mateo Diaz’s absurdly lovely Pernicious Albion, and so far it’s producing some of my favourite things I’ve ever drawn, so I’m looking forward to it being an actual thing that I can hold and play and you should be too.
The link above goes to Mateo’s initial concept and content rundown, but follow the label at the bottom of that post to see all the other things he’s posted on the subject.
Penemue, Mad Angel of Secrets, who taught people writing before it was meant to, and will say hello to you via personally-addressed thousand-year-old dungeon graffiti carved into the walls.
And the Incubus, which is fairly self-explanatory.
I really enjoy drawing fat girls.
Xanthuulia, Devotee of the Corpulent One.
Whhh okay, deep breath, this is going to be a big one.
M. John Harrison’s Viriconium was one of the big inspirations that brought Cörpathium into existence, and one of the things that I loved most about those stories was that the city was never the same; places move, facts shift, but it remains Viriconium. So that’s something that I wanted for mine, a city that could be destroyed and brought back without just hitting a reset button, and is why my magic mishap and city encounter tables are so gleefully full of potentially world shattering stuff: I’ve never been worried about having to start again, it’s fun if everything gets torn down.
But at the same time, I’m not writing fiction here, I’m writing things that need to be used. Actually throwing everything out and starting from scratch would be an insane thing and a huge waste of my time.
So, my answer was to write up twenty potential boroughs, a method for randomly generating the entire city with a dice drop, and conditional variations based on what boroughs end up existing and which dice generated them.
First you take a 7 dice set and 5 other d20’s in your hands (or more if you like go nuts) and drop them in front of you, trying to keep them reasonably close together.
Each dice represents a different borough. Their position doesn’t necessarily show the physical layout of the city, just how the boroughs relate to one another.
You take the points of the shape on the top of each dice (well, just the points for the d4, and for the d10’s pretend they have a triangle on top), and if that leads to another dice, those boroughs are accessible to each other, which ends up looking like this:
Now the numbers on each dice relate to a different borough on the table below. Go through the 7 dice set first, beginning with the d20, then move to the highest number of the other d20’s. If you get a duplicate number, replace it with the next lowest number not already taken by a smaller dice, and if all the lower numbers are already taken, roll on the Additional Undefined Boroughs tables.
(Clicking any of the borough names will take you to its full description further down the page.)
|2||The Rookery of Van Möldus|
|4||The Twin Nests:
Plateau of Plague, Plateau of Time
|5||The Sporous Apiary|
|7||The Wheel of Gold|
|8||Von Goethe Gardens|
|9||The Crystal Ponds|
|11||The Sulphurous Spires
(of the Serpent)
|12||The Library Eternal|
|13||The Old Folk|
|14||The Sprawling Tower|
|16||The Black Web|
|17||The Blood-Red Palace of the Godless|
|18||The Demiurge Pit, Crater of Life|
|20||Manifestation of the Monolith in the Dark|
There are also some constants regarding Cörpathium:
Replaces the dice nearest to the bottom. The Corpusmilch canal (and Möldenghast Blvd either side of it) then flows through to the furthest dice.
|The Emerald Pit
Replaces the additional d20 nearest to the centre of the group. Roll on the Additional Undefined Boroughs tables for its surroundings.
|The Howling Spire of Time
If the Twin Nests do not exist, place the Howling Spire of Time in whichever borough you see fit.
|Chance of Deicidium per Borough
POOR boroughs have a 1 in 6 chance.
MIDDLING boroughs have a 4 in 6 chance.
RICH boroughs have a 5 in 6 chance.
|Guilds for Everything
If there's one thing Cörpathians love, it's organisations.
The Candle-Makers Guild, Seamstress Union, The Baker's Cooperative, the Rag and Bone Guild, Order of Lost Letters. Numerous guilds for everything.
Chances are that no matter who you talk to, they're part of some kind of sect, no matter how small.
So then things look like this:
Cörpathium’s government and law enforcement depends on what boroughs actually ended up existing in this iteration of the city, so you start at the top of these tables and pick the first one that applies:
(select the first that applies)
(select the first that applies)
|If there is no Temple District, but the Blood-Red Palace of the Godless exists, Cörpathium is ruled by the Godless and the Childlike Oracle, the Lamb, Eater of Eternity.||If the Blood-Red Palace of the Godless exists every single borough will have a Deicidium, and the Godless are responsible for the order and protection of Cörpathium.|
|If there is no Temple District, or the Blood-Red Palace of the Godless, but The Old Folk exist, Cörpathium is ruled by that which crawled up from the Emerald Pit so long ago, and the Old Folk live.||If Cörpathium is ruled by the vast thing that crawled up from the Emerald Pit, Cörpathium is guarded by the Order of a Thousand Eyes. Replace the Deicidiums with Watch Houses and re-roll for each borough that doesn't have one.|
|If there is no Temple District, or the Blood-Red Palace of the Godless, but there is a Manifestation of the Monolith in the Dark, it is no manifestation, Cörpathium is ruled by the Monolith and those that speak for it.||If Cörpathium is ruled by the Monolith in the Dark, Cörpathium is watched over by the Silent Ones. Remove any Deicidiums, the Silent Ones have no home, they simply are.|
|If there is no Temple District, Blood-Red Palace of the Godless, or the Wheel of Gold, the Haugroten trading family own all of the Fogwalk and hold a constant seat within the Corvuscult, as well as appointing a trio of Haugroten Sons to watch over each borough.||If there are no more than three Deicidiums and the Corvuscult are in power, the city guard is made up of the private mercenary armies of the Corvuscult families, the Whoredens. Remove any Deicidiums and place a Whore Den near each Corvuscult Family's home.|
|Otherwise Cörpathium is ruled by the Corvuscult.||Otherwise Cörpathium is guarded by the Godless.|
|d6||Additional Undefined Boroughs|
|d12||Name: Poor||d12||General Environment: Poor|
|1||The Warren||1||Infested with fungus and an unnaturally large amount of insects. At least there's something to eat.|
|2||Swinehaven||2||Ramshackle buildings overgrown with plantlife.|
|3||Crone Spawn Commons||3||Oily, sludgy slum, terrific brewhouses.|
|4||Black Rose Hill||4||Enormous kludge idols to strange gods are erected in the streets, on rooftops, in the middle of public houses.|
|5||Corpsewallow||5||Built around an open sewer, algae-covered stone hewn steps leading down. Easy access to Cörpathium's subterranean for the Kanalsknecht, easy access to Cörpathium for things that live below.|
|6||Red Rookery||6||Inhabited below the streets in the sewers and tunnels and carven halls, the lavish buildings above abandoned to superstition.
(roll on Rich tables for the borough above)
|7||The Drowning Mass||7||A single monumental swaying tower continually built upwards from scavenged scrap, erected in the midst of another borough.|
|8||The Scales||8||The pages of religious texts and pamphlets plaster the walls.|
|9||Bladderrot Downs||9||Carrion birds wait patiently on cracked tile rooftops, the people throw birdseed about them as they walk to no avail.|
|10||Syringa Vulgaris||10||Thick layers of soot coat every visible surface, communal fires are kept burning in the streets near alley entrances.|
|11||Roach Bottom||11||The buildings are well-kept but the people are anaemic, a blue-and-white walled mansion of turrets and balconies looms in the centre of it all.|
|12||The Pit||12||Leeches. The people walk around with giant fucking leeches gorging on their blood, letting them grow big and fat enough to cook like some kind of nightmare blood sausage. On the plus side all this leech treatment means they're all surprisingly healthy, if a bit light-headed.|
|d12||Name: Middling||d12||General Environment: Middling|
|1||The Flower Bed||1||The door of every building is carved with a mass of tiny figures and the people walk mice on leashes of string.|
|2||Bloodvessel||2||Fruit vines grow up the faces of buildings, bats are everywhere, heavy round seeds underfoot are the foremost cause of injury and guano is scraped from the streets.|
|3||Liberius Waltz||3||An abnormal amount of lanterns both on the street and hanging from building walls, lamplighters work in packs here.|
|4||Blackmark||4||Aqueducts bring water to an excessive number of overflowing fountains, the streets are constantly flooded.|
|5||Crowsfoot||5||Brightly-coloured pennons hang from the balconies of every house, inked with various poems, some like wards of protection, some regarding potently vapid nonsense.|
|6||White Walls||6||The streets are paved with several layers of skulls, their brainpan supporting foot traffic, supposedly covering something more concerning below.|
|7||Littledeath Point||7||The walls are plated with thin pressed sheets of bronze depicting battles that never happened, great romances that never were, fables taken deathly seriously.|
|8||The Festival||8||Shambling buildings leaning out over the streets to drape silks and lanterns over the heads of those below, waiting for the next celebration to begin.|
|9||Blackfriar's||9||The entire borough subscribes to a sect that forbids cleaning of any kind or severity, but the craftsmen are some of the best in the city.|
|10||The Gallows||10||The buildings are tall and stern and spiked as if previously used for some dastardly purpose, inhabited now by gaily dressed dandies and sighing madams.|
|11||Tenderloins||11||Soft pink curtains hang in every window, beautiful terrace houses huddle close and hide the activity in the alleys behind, an enormous marble statue depicts a young woman willingly offering her thigh while a starveling dog chews on it.|
|12||The Bowery||12||The ground is sour, like a marshy mangrove mud flats type deal. The entire borough is built on one big stilted platform over the top of it. You can see crabs and breeding insects through the gaps.|
|d12||Name: Rich||d12||General Environment: Rich|
|1||Dulwich Hill||1||The buildings are all painted in solid pastel shades, hand-lettered black script above the doors proclaiming the owner or purpose.|
|2||Weaver's Cross||2||Every roof is a spire, it's like a patch of needles threatening the sky.|
|3||Báthory||3||The cobblestones are carved like the beautiful faces of youth, scrubbed daily to shine by hump-backed cleaners.|
|4||Yellowbrick Court||4||Clean white walls enscrawled with symbols in living green moss, constantly trimmed and watered.|
|5||Moonpond Waltz||5||Houses raised up amongst an absurd walled-in zoo, the occupants accompanied by a small entourage of armoured handlers wielding mancatchers and padded tower shields whenever they wish to go for a stroll.|
|6||The Old Rat Ward||6||Monumental houses of dark stone arranged in the sign of the Yellow Queen, dedicated to pursuit of her knowledge and happiness.|
|7||The Spiral Rise||7||The walls are all coated with dripping pink wax, like a thousand candles had been lit around the parapets and allowed to burn down.|
|8||Copperpin Peak||8||Rich red droplets of blood always seem haphazardly splashed about on the streets, porcelain-pale and just as smooth, but if the sombre polished-wood faces of the houses have a tale to tell their lips are tightly sealed.|
|9||Blue Points||9||Every house has a goat on a running chain, allowing them a good 10ft reign around the front of the building. They're like a status symbol, would you look at the horns on that.|
|10||Willowood||10||The entire borough is like one big theatre, the sets are absurd, everyone acts as if they were auditioning for a part with exaggerated melodramatic flair, don't block.|
|11||Dartmoor||11||All of the major buildings are ceramic, curiously shaped, decorated by images of unseen flora, with vulgar yellow stone staircases that spiral down into the earth.|
|12||Featherwort Downs||12||Birds in cages line the streets, hanging from balconies and street lamps, attached to doors and trained to sing a certain song when a visitor shakes them.|
Which I roll on and get a poor borough, The Drowning Mass: Inhabited below the streets in the sewers and tunnels and carven halls, the lavish buildings above abandoned to superstition.
Which means I need to roll a rich borough to go on top of it and get Báthory: The cobblestones are carved like the beautiful faces of youth, scrubbed daily to shine by hump-backed cleaners.
Which is awesome.
And a great city needs great entrances, so here’s a few that can be put around anywhere that makes sense (well except for The Tributary which should be put at the opposite end to the Fogwalk so that it can be next to the Corpusmilch as it enters the city):
An expanse of open-palmed beckoning arms, their perfect marble skin marred by patches of crustose red lichen, reaching out around a gaping entranceway astride the Corpusmilch river.
Entrance requires a gift or action dependant on the cycle of the moon. Nothing may pass through the Tributary during the full moon.
|The Common Gate
Six severed goat heads hang from the walls along the gateway, hung with wooden charms. A low keening crawls from their throats and their nostrils flow with a lurid pink mucus when something unnatural moves in their presence.
The heads need to be prepared and replaced weekly as they rot.
Gaping fish-like lips emerging from the wall, hewn from the same stone, carved within like a cavernous throat, an inviting tongue lolled out, waiting to swallow you whole.
Attended by the Fishwives, it's best to treat them kind or you may find the mouth on the other side reluctant to open, the way behind you closing.
|The Oracle Gate
The undying head of a little girl sits in an iron cage suspended from a lantern post, limp red hair hanging now almost to the ground.
Each group of travellers leaving by her gate must ask a question or curse their own journey. Roll a d6.
1-3 she answers your question true
4-6 she spouts prophecy unavoidable
Each group of travellers entering by her gate must answer a question of her own, and if they do not know, must seek out the answer before the moon's next phase.
Lie to the little girl and face the laughing living light which spills from her mouth.
Which after I think maybe half an hour including messing around in Photoshop, gives you a city that looks like this:
The actual dice that generated each borough also determines another variation, which you’ll find in the Dice Variance tables below. I’m not going to list all of the ones I got here, but among other things it did result in a huge flesh giant being under construction, and the in-vogue religion being Yoon-Quiun, most hated enemy of Roy’s snake worshipping Mystic, which I think is pretty funny.
Anyway here are the full borough descriptions. Really most of these could be used as cities all by themselves, they don’t have to be in Cörpathium. In fact after generating the city above for our current game, one of the first things I did was decide that the the Sulphurous Spires wrapped around the Demiurge Pit would be a whole other city to visit.
The Additional Undefined Boroughs could also be used for extra neighbourhoods outside the main walls or to pop up unexpectedly if you travel down an unfamiliar path or whatever you want.
Really, I’m incredibly happy with this, it feels like nose to tail cooking in RPG form and I love it.
Make your own Cörpathium.
We’ve been playing regularly the last few weeks which has been amazing, I’m not going to do full play reports because I don’t got that kinda time but here’s a quick rundown of some things that happened since last time:
The party now consists of:
An autistic Fighter wearing symbiotic black armour decorated with porcine teats and insects and little worshipping figures and all kinds of weird stuff, carrying around a gold-and-pearl-hilted zweihander that he inadvertently murdered an old man for.
A Specialist collecting as much weird stuff as he can so he can start the world’s greatest wunderkammer, who will soon have the world’s most amazingly deadly prosthetic leg.
A swamp-born moonshiner who brutally killed most of his relatives due to a spider cult infestation who is starting a new life as a fabulous cross-dresser named Muffin McTavish.
A wizard who had half of his arm bitten off, then had his remaining good limbs torn off and digested by thin air the first time he tried to cast a spell, who is now going to be carried around like a wizard backpack by an intense swordsgirl who thinks he is just the most amazing thing ever.
A snake worshipper who decided that when he reaches level 2 he should go see some weird sect to perform a ritual that involves his face being eaten off, and results in him being given some kind of amazing goat snake helmet thing.
Another wizard who is learning a spell from his dead twin sister’s skull, who is soon going to turn into some kind of perpetually drug-producing mutant.
I love this game.
Last night we played our first game since the Sleeping Feathered Swine incident.
Rose’s Devotee of the Corpulent One got torn up, set on fire for medical reasons, and left to rot in a cave in that game, so with no Mystic in the party and her brother Roy wanting to join us again, he agreed to test out the new Mystic rules I’d been thinking about.
I randomly threw in “snake worshipper” with the options, which Roy obviously chose, which was great because it meant I got to make a little snake worshipper book and actually write out the new Mystic rules and decide that snakes are the keepers of secrets and sometimes need help solving mysteries so they can know more secrets and are the mortal enemies of the bird god Yoon-Quiun and his blue-bird-troll-looking-motherfucker-chosen who also claim to be the keepers of secrets but are in fact the keepers of lies.
Then a few hours before the game I re-found this print by Florian Bertmer, entitled “Order of the Seven Serpents”:
So a few text messages later Roy had obviously chosen that over the pure Old Serpent snake cult I’d already made a book for because it’s about a thousand times more metal, so I tweaked the cult and made a new book.
And then they were going to need to find supplies and transport when they got out of the mountains so I used my town generator to make Yellow Watch, the last town Michael’s wizard stopped at before going into the mountains with his doomed friends then making new ones. The town ended up being run by militant nudists, and I left it up to Michael to decide if his wizard would think to warn everyone of that. He did not.
And I started a world map for them to expand on as they actually visit new places or steal other people’s maps or learn rumours.
We also tested out Rose’s Cursed Coral Collection of ceramics because they’re the first she’s ever made and they’re awesome.
I’ll do a post with the new Mystic rules and full print-outs after they’ve been fine-tuned a little bit more, but the gist of it is that Mystics no longer have set spells, just free reign to make things happen that they think their god would approve of within general guidelines of power, and a table to roll on to see if it happens or not.
For now, here’s a rundown of what happened last night:
Another character sheet commission for the adorable Wil McKinnee, Hakaak the half-orc who carries his halfling lady friend around on his back for “combat maneuvers”.
Did you know that I played a game with Wil where he jumped on a Pterodactyl being ridden by a javelin-thrower, stabbed it in the side, then used the sword as a rudder to make it crash dead into the ocean, backflipping away from it in the nick of time? Well I did, it was epic.
Well it’s now a little adventure pdf that you can take home to meet the parents.
It’s Pay What You Want, so if you’ve ever wanted to give me money for some reason here’s your chance, or alternatively you can take it for free and digitally spit in my eye, I’m fine with it either way as long as you enjoy it.
Click below to make all of your wildest dreams come true.