I haven’t seen the book but…here’s an idea : use Godbound (Free or Deluxe) to drop demi-gods on it. Turn Ravenloft into a gothic-high-fantasy sandbox.
The Demi-Plane of Dread has been creating misery and fear throughout the planes for too long. It is time to end it. The Powers get serious and drop some heavy hitters into the Mists.
NOTE: I was going to make each character and post a pdf but that feels off. Below is a short take on what those characters could be, the Words of Creation that I’d use to power them and here’s a form-fillable pdf so you can do the rest.
Sphere with eight wings and a thousand eyes or belly-buttonless human with wings of fire? You tell me.
Swap out one Word for Sword if you want to go that route…
The Saint of Swords
Words: Sword, Alacrity, Death
I imagined Kaz, the vampire who cut off Vecna’s hand, but if that doesn’t fit, swap out Death for what fits your take on the Saint of Swords.
The Raven Queen
Words: Death, Winter & Birds (from Lexicon of the Throne)
I love the Raven Queen; she’s my favorite part of the D&D pantheon.
The Patron Saint of Paladins
Words: Sword, Sun, Command
Patron Saint of Fallen Paladins? Swap out Command or Sun for Passion or War or Deception.
Too on the nose? You want this to get a bit strange?
Yeah, I hear that.
The Githyanki Lich Queen
Words: Sword, Death, Sorcery
Maybe Command instead of Swords?
Words: Might, Passion, War
Asmodea, Princess of Hell
Words: Sorcery, Deception, Underworld
Wanna to play a devil?
The Created God
Words: Artifice, Knowledge, Health
What if golems put together their own god from pieces of dead gods?
Maybe swap out Artifice for Engineering from Lexicon of the Throne if the game is going to have a more science fantasy vibe. Vengeance if getting back at the Creator is important…
I am assuming that the book will have rules for becoming a Dark Lord. We’d hack those to fit this. Maybe a way to call upon the mist for power but when you do you edge closer to becoming that which you hunt? Maybe a new word, The Mist, that one can take at any time in order to gain their own Domain?
And of course Godbound’s stripped down and solid faction rules so that Ravenloft becomes a big, messy, gothic sandbox.
Let me know what you’d like to play, what you think or if there are deities you’d want to play who aren’t listed above.
Ypsis Rho is a sector recently rocked by a nuclear war having decimated Hrefna, in the Hypsila System, the planet best situated to study and harness the cyclopean energy contained in the sector’s only black hole, XW 397186. The sector’s planets are blessed with breathable air; the planetologists who helped settle these planets are revered as science-saints.
On its best days, Hrefna was a frozen rock given atmosphere breathable to humans by a rare mix of invasive fungi, slugs and genetically modified bees bred to spread fungal spores. Shredded by a civil war, Hrefna is suffering from the fallout of a nuclear missile barrage after diplomatic solutions fell apart. Hrefni refugees have emigrated to planets and orbital settlements all over the sector, running from the radiation and soldiers who were selling their services in the Hrefna Civil War.
Valgerg, the Archipelago Planet, is a tropical paradise with remnants of Olde Earth technology so advanced none know their original purpose. What were once universities and science enclaves have become cults of science-priests and artifact prophets known collectively as the Holy Orders of Olde Earth (see Sociological Faction Guide below).
Valgerg was barely settled world, commonly thought of as such because the salvage freelancers looking for pretech made it a violent place. The Holy Orders are trying to change that, regulating how pre-tech is sought out and making it illegal to smuggle pre-tech artifacts off-planet without expensive export visas.
The storm planet has cyclopean obelisks along the equator and on the poles that seem to channel the storms that make the planet challenging to get on and off of. The Holy Orders of Olde Earth are trying to form a foothold on this planet as the storms have caused electromagnetic pulses, wreaking havoc on Manthyi’s technology and economy.
This planet is a kind of retreat, settled by a heretical sect of the Holy Orders who are seeking out a mass ascension, leaving this world by the hundreds of thousands to pursue an existence as beings of pure energy.
The asteroid field that surrounds the approach to Leaquidor are riddled with ancient mines from a war whose name and sides are no longer known. It is said the Leaquidor Ascension Heretics (see Sociological Factions below) activated the defenses so that they could achieve ascension without interruption or distraction from the rest of the sector’s petty concerns.
Just coming out of a decade long plague, Tejanes is in a state of despair looking at the state of the sector. The Tejanesiones Senate is engaged in intense debate about what they should be doing to solve the sector’s problems while corporations are profiting from the sector’s overall unrest, running refugee ships that sign the desperate passengers into unscrupulous indenture contracts and barely legal pre-tech salvage agreements.
A planet known for its aggressive cybernetic culture, recent laws have made it illegal to land on the planet and recruit its enhanced soldiers to fight but that has barely slowed the flow of mercenaries to conflicts all over the sector.
Rocket ships that are crude by modern standards launch daily so that awaiting orbital recruitment platforms can sign Astridanni cyborgs into the eagerly awaiting mercenary companies.
After the nuclear war on Hrefna, Halld cloaked itself from easy detection, making finding the planet difficult if not impossible. The planet’s atmosphere has rendered the population immortal and rather than share this amazing bounty with the rest of the sector, the Halldoni people have elected to hide their resources and leave the rest of the Sector to fend for itself.
Halldoni Navy ships, named for Olde Earth deities, patrol the Ias System and send anyone looking for the planet back the way they have come with any information that could make future navigation easier erased from their databases.
Having lost their navy in a conflict against Halld, Suranir Priddhi is now struggling to retain its status as an elite diplomatic corp and banking cartell in the sector.
Sociological Faction Guide
The Holy Orders of Olde Earth
This is a council made of dozens of organizations that take their inspirations from what we can remember of Olde Earth. They have turned toward protecting the artifacts not only on Valgerg but all over the Sector, spreading not only spiritualism and community but science and learning wherever they can.
Unlocks the Pre-tech Minefield of Leaquidor
Finds an ancient terran battlecruiser sent to put the sector back in control of Olde Earth oligarchs
The Tejanesiones Senate
The Senators of Tejanes are engaged in a debate about what action this planet should take. With its small but capable modern navy and solid science infrastructure it is in a unique position to change the fate of the sector. Refugees have been welcome here, though senators are being bought by the TCEA and drawing the debate out in bad faith.
Tejanes Navy spaceships are named after what is remember on earth, from natural resources (The Grand Canyon, Mount Killimanjaro or The Amazon Forest) for humanitarian ships to human-made marvels (The Great Wall, Stonehenge or the Pyramids of Giza) for ships made for war. Senators who declare a naval maneuver will often be deployed with the ship as a counselor to see the work their legislation achieves first-hand.
Navy is sent en masse to Hrefna to evacuate those suffering under nuclear blight
TCEA is declared a war criminal.
Tejanes Corporate Entities Alliances
With shareholders from all over the sector, the Corporate Entities are a brutal alliance looking to take control of as much of the sector as they can via war profiteering and crisis investing. From investing in weapons and munitions to refugee transportation and indenture, no profit is too low for the T.C.E.A.
T.C.E.A. gains a controlling share in the Airidanni Mercenary Compact and uses that leverage to take control of Tejanes via military corporate coup.
T.C.E.A. captures science that can harness energy of XW 397186, putting the sector under its thumb.
Leaquidor Ascension Heresy
Spiritual philsopher scientists who have claimed an isolated planet that is surrounded by ancient pre-tech mines left from a forgotten war. When something happens in the sector that cannot be easily explained, conspiracy theorists are quick to blame it on Leaquidor Heretics. Few Leaquidorans leave their planet. Much of the time, these conspiracy theories are false.
The heretics ascend, leaving this physical world for a dimension of pure energy and mathematics.
The heretics declare a holy war on those seeking to interfere on their ascension.
Airidanni Mercenary Compact
Together the mercenary companies of the A.M.C. are a formidable force, each coming to the aid of even the smallest company signed into their mutual defense compact. None of the colorfully named companies (The Red Wolves, the Screaming Kaiju, the Psychic Tigers, the Terran Ancients and many more) have gained an upper-hand over the others, making the A.M.C. a conglomerate of diverse mercenary companies. From the bodyguards to cyborg infantry to the most complicated company of dropships mechanized tank battalions they are united. Even as they fight and kill each other to fulfill their contracts, they will set aside rivalries to defend the other.
AMC ends the Hrefna Civil War by refusing to allow its soldiers to serve in the irradiated landscape.
AMC takes contract to break the Halldoni Blockade.
Isolationists who refuse to share the vast resources of their idyllic planet. The navy that guards the planet in what they call the Halldoni Blockade has no mercy towards trespassers. Those who try to find their way to Halld are referred to as “weeds in the garden” and are attacked without mercy.
Halldoni Terrorists strike against major powers seeking to sneak past their blockade.
Halld shares medicine with faction to show their good will.
Suranir Priddhi Mercantile Sibhood
The Suranir Priddhi Mercantile Sibhood are bankers and diplomats whose banking exchange can trace its lineage back to Olde Earth but now struggles against its own dramatic decline. Once a Priddhi Agent could quell a war or depose a dictator within days of landing on a planet but now their era is coming to a close.
The Suranir Priddhi Mercantile Sibhood finds reasonable rates and terms with Hrefna to offer them a sizeable loan to rebuild and de-radiate its planet.
The Sibhood puts in an order to rebuild its navy to regain its status in the Sector.
If we’re doing traditional Stars Without Number the players can start as a small mercenary company in the A.M.C. or a proud group of Suranir Priddhi agents, maybe even a group of sci-fi Jesuits in the Grid System’s volatile asteroid/mine field trying to unlock its secrets.
If we’re rocking out with Star Gods, let’s have these immortals zip into the system in a capital ship worthy of their pantheon and they can look at the map and ask their AI questions until they decide which planet they want to jump onto first.
The sector is about ready to roll. I’d fiddle with things as characters were made, fine-tune it to fit the Star Gods at hand a bit. Right now it is fine for a SWN game but I want a few more big things for a Star Gods game.
Godbound has a few cool tables. Let’s roll a few and see what inspirations shake loose.
We’ve got some ruined orbital stations and the dead ships around Usaus.
I get the following
Vault or Treasury of some Mighty Relic
Useful Ally who could be useful or reactivated
Interesting, Temporal Lock means the ruin is only accessible at a certain time (unless there is a Star God with the Time sphere). I’m thinking an old Hegemonic starship that went too close to the black hole and occasionally appears as it tries to break free of the event horizon’s brutal grip (Does that even make sense? I don’t know. Sounds cool).
There is a Star God-level entity aboard who was lost and they had an amazing weapon, a legendary blade made by the smiths of Gordie Pria…maybe they even got caught in the black hole’s pull trying to grab the blade after it was forged there.
That was fun. Let’s go again.
Fortress or Military installation
Valuable Map to treasure or lost ruin (rolled Useful Ally again and chose this one instead)
I’m thinking a capital ship Usaus, where bio-weapons blew up and left the ship a dangerous toxic mess. This ship was called in during the hegemon’s last days but before that it had guarded a research station that was dedicated to turning the Black Hole into a stargate.
Fun, let’s try an aristocratic court for one of our Alldish Noble Houses.
Court Mood: Decadent, obsessed with exotic pleasures
Major Actor: Honored General
Minor Actor: Foreign artist
Conflicts: Dispute over Heir
Consequences of Destruction: A much worse set of replacements are waiting
Love it. I’m thinking the foreign artist is a director who makes amazing movies about Olde Earth, painting ancient battles as current events. We’ve got an heir of an honored general and the general’s staff would be even worse if they took power.
I’ve got vague ideas about the General retiring after a century of war, becoming a saint-like demi-god. For some reason I’m picturing the general as George Washington – powdered wigs, Revolutionary War sabers and laser muskets.
I’d make up a Time Angel from the Black Hole as some kind of Parasite God.
Techno-undead in the ships floating above Usaus.
I want something keeping Kordie Pra’s quarantine, something that can take on several gods. Maybe a Nanite Cloud in low orbit that becomes a monster designed to destroy whatever attempts to get through. I’ll let that marinate.
If I was feeling it, I’d make up the factions using the SWN rules, though I might go with the looser Godbound faction rules, roll some dice, see how the factions are doing as the Star Gods step into the Sector.
These are warrior nomads who traverse the sector, either on merchant ships of their own make or as cosmonauts aboard other ships. They make frequent pilgrimages to the planets and research satellites surrounding the sector’s black hole, Mb 05561, though they refer to it as the Vantablack Mirror or the Holy Mirror.
Temporal Anomalies that surround Mb05561 are seen as holy visions and scientists who study the physics of the black hole are seen as science-prophets and granted tremendous respect.
Robot Union of Cymodec
Cymodecci synthetic engineering made self-aware robots more than two centuries ago and the robot union is dedicated to safeguarding their personhood and freedom.
These ancient posthuman entities were never meant to last forever and are nearing the end of their meticulously engineered existence. Existing somewhere between the physical realm and realms of pure energy, these posthumans guard ancient technology. The use of this technology was lost in the Scream.
Red Sand Settlers
(Alldish Warlord Noble House)
Said to be descendants of the first humans to leave Earth and settle on another planet, this noble house is known for having a brutal navy and unparalleled space marines.
Olde Earth Siblings
(Alldish Warlord Noble House)
A noble house led by warlords who claim to be descended from the boldest warriors-poets and philosophers of Earth’s history. The genetic science is hazy myth and propaganda carefully engineered to bolster their claims.
Alldish Soldiers Minor
(Alldish Warlord Noble House)
Veterans of this decades long war who either saw the ugly side of Red Sand Settlers and Old Earth Siblings or wanted to forge their own path because they realized there was only so high they could rise have formed their own houses. They are a shifting mess of alliances and betrayals.
Alright, next step is to use Temple Courts and Ruin tables from Godbound to build a few cool things and think about some big cosmic monsters might be feeding around the black hole and some giant robots that Alldish Warlords might be using in their neverending war.
Let’s think about the planets a bit, not all of them, just a few that jump out.
Tags: Eugenic Cults, Mercenaries
Alld is being warred over by local warlords who keep mercenary armies in their thrall. The warlords are powerful, as powerful as a mortal human can be, some even moreso. They believe this power comes from breeding and bloodlines but it is from ancient nanites that they don’t understand.
Alld is gripped in a cold war with flare-ups from time to time. Hot war is reserved for Papadoudo.
Tags: Forbidden Tech, Local Hegemon
Once this was the seat of the sector’s ruling government but instability from the Black Hole decimated their technology. With their computers and navy decimated, the planet is a once-proud shadow of its glory. Without the Usausian Navy to regulate, Alldish Warlords have run rampant throughout the sector. Remnants of their navy still orbit the planet, filled with the dead sailors floating within.
Forbidden Tech, though! Maybe it wasn’t the unstable Black Hole. Maybe there is an AI behind this and that is what caused the tech level breakdown, taking eyes off of this planet.
Tags: Local Tech, Quarantined World
I love that it is quarantined and has a local specialty. The local specialty is definitely a weapon, somehow forged in the nearby Black Hole. Ancient Defense Satellites destroy ships that try to land. They sealed themselves off when Usaus fell.
I imagine Alldish Warlords trying to get to Kordie Pria’s surface, with myths of whichever Warlord gains a Kordie Pria-made blade will be the Sector Hegemon with the power to spread to other sectors and become an emperor.
Tags: Dying Race, Pretech Cultists
Ancient post-humans guarding technology they no longer understand. Debrans know they have lost their legacy and hope to gain it back or hand it off to someone worthy before they go extinct.
Tags: Cyclical Doom, Battleground
This is where the Alldish Warlords fight their most brutal battles, leaving the planet a wreckage as dropships and battle-mechs rain down on the surface. Centuries of experimental weapons have triggered a doom that has come before that will leave the planet without life. None of the warlords want to evacuate, not wanting to give their rivals any ground.
Factions are coming together.
I need a few Alldish Warlords noble houses linked to broken understandings of Olde Earth, like shitty whyte supremacists appropriation of Norse icons. The ancient, sad Debran Tech-Priests who are falling into extinction. Usuali rangers who have the sector’s governmental history in their hands but not the tech to govern.
And still, the aliens who are watching, studying these humans.
I’d flesh out the factions just a touch more. Sectors Without Number has really fun tools for making and recording factions. I’d write down a few before play and then get to it.
Next week I might grab a few tables from Godbound and see if I can jar loose some ideas, fleshing out courts and ruins for our Star Gods to explore.
During chargen we figure out what Star Gods actually are and how we’re setting the Space Magic dial. Spells from ancient satellites? Bene Gesserit weirding way or Jedi mystic mind control? Click. Set.
Was a holy order seeded here, missionaria protectiva style, ready to support the Star Gods when they arrived, as prophesied?
Do they arrive in a space ark capital ship or a comet or do they appear through humanity’s dreams or collective unconscious or are they born with this seed of divinity hidden in them by their ancestors? Maybe the Scream also killed all of the Star Gods or drove them into a deep slumber. We’ll suss that out together as we make up our sci-fi pantheon.
Next I’d go to Sectors Without Number and make up as small a sector as I can. Right now that is 5×5. Cool, that is a nice mini-campaign. I’d sit down with the notes and daydream with a pen in my hand.
The Star Gods are there to get this sector in order. I’m not sure what that means. Maybe it means taking over. Maybe it means establishing temples. Maybe it means linking the governments to Olde Earth. Depends on the Star Gods. Maybe it means blessing a few visionaries and then leaving. Players decide when to move on.
Once they have this sector in hand or in a state that the players are happy with or they are just ready to move on, they begin constructing a stargate to the next sector and we do it again.
Thinking about Circe Theta
Fun stuff here in Circe Theta.
Lots of alien research bases studying humans. Alien Star Gods? But of course.
Black Holes are always fun. Astra is a doomed world right next to the Black Hole and the Black Hole’s other neighbor is home to a dying race. There’s a cyclical doom tag on Papadoudo. Lots of doom all around this singularity. Something to think about.
I’d want to zoom in and out, with both details about the world along with larger than life science fiction space opera threats for the Star Gods to deal with. Alien star gods watching from a distance, a Black Hole spewing doom along with the fun tags will offer more than enough inspirations for factions.
Deal with the armies of the Raven and the Goat (pssst, the goat is Orcus’ army, which is waging war against the Raven Queen’s army)?
The winter raiders who come down out of the mountains and leave villages in frigid desolation?
Seek out a place to store the Wand of Orcus?
I forgot that we stored the Wand of Orcus with Gitta, the Storm Giant on her cloud citadel.
The trio chose to hunt the winter raiders.
Lowell plays Kayban Silverluck the Thief-god
Rich plays Marton the Barbarian-god
Fraser plays Myfanwe the Wizard-god
The trinity was re-united as Myfanwe and Kayban found Marton in the town square, bench pressing a yack. He made his strength roll, having gotten in 52 reps.
I looked over Frost Giants and a relevant Demon Lord (if you know your monster manuals, you know which one) and off we went. It took a while to get going. We all really thought the game was going to be a one-shot, so folks didn’t hold on to much. The game started in Cresthill. Refugees from the mountains were pouring in with terrible wounds and frostbite.
They talked to Gadise, a lovely old lady who led the refugees here, having heard that Cresthill is no longer ruled by a Demon Lord and is a just place with a trinity of fine young gods. I described how the villagers leave offerings of flowers and fruit on their doorsteps, except for Marton, for him they leave offerings on the tower they took down.
I read the Monster Manual entry on Frost Giants that Myfanwe the Wizard-god, who has the Knowledge word, found in the castle’s scrolls. Gadise talked about how the raiders took the town, how the frigid winter winds blew in and the knight was killed and oh yeah, there was a big guy who looked just like Galluk, Marton the Barbarian-god’s brother.
“We’ll need winter gear.”
“The villagers pour winter clothes on you, offering you whatever they have. Do you have anything you want to talk about on the way to the mountains? Otherwise, I’m just going to Indiana-Jones-red-line this shit.”
They rolled to track down a Frost Giant scout and failed.
“A lone scout leads you into the broken remnants of a mountain castle. It totally is not an ambush.”
Frost Giants are 10HD monsters. I didn’t give them strength modifiers to their damage and I probably should have. My bad. The Frost Giants were barraging the trinity with boulders from all angles.
There was a point where I could feel their frustration growing. There was some wiffing but there might’ve been some bad math at hand too.
Anyway, I described the giants growing frustrated too, explaining that most humans stuck in their kill zone die fast and die ugly. The giants weren’t ready for a morale check until the Wizard-god and his summoned undead minions (undead Githyanki, wtf happened in this castle?) took down their first giant and Marton knocked over a tower when his attacks were falling flat.
They got the scout who led them into the mess, letting the rest scatter into the mountains and got directions to the Gateway Mountain. Marton has a cool word all about making friends and so he made friends until Myfanwe gave him a death stare and did damage (for no reason other than the Frost Giant was an evil eff).
We had started late in the evening, after this week, I wanted a game to look forward to tonight. Tired, we ended there.
Yeah, have some stats written out, Judd. The stat blocks for the game aren’t that big and with the Monster Manuals as a guide, it isn’t difficult.
Morale is a great way to end combats that are dragging, especially when a Barbarian-god punches down a tower and a Wizard-god summons undead Githyanki, not even to mention when the Thief-god threw a shoulder of a boulder at a giant and it hurt.
The game is going to take place in Ancalia, a land once ruled by a wise king and his knights. Five summers ago, other worlds, planes and dimensions erupted and tore the kingdom apart. The dead rose and all manner of monsters ate cities and squatted in the ruins.
You live in a small castle town, where you grew up. The duke seems human but it is known that he came through Night Roads with the other monsters. Folk whisper that he came from hell.
For some reason, Heaven’s Broken Engines have bled their power into you. You’re having dreams of a group of heroes who became gods. It isn’t just one hero in you but multiple avatars who have all tread a heroic path towards Heaven.
The Ranger (Beasts, Bow, Earth) The Thief (Night, Deception, Alacrity) The Knight (Sword, Command, Might) Wizard (Sorcery, Knowledge, Death) Barbarian (Might, Endurance, Passion)
Wizard Sorcery: Adept of the Gate, Wizard’s Wrath Knowledge: Excision of Understanding, A Truth That Burns Death: Scythe Hand, A Pale Crown Beckons
Wizard’s Adept of the Gate Spells: Barred Gates of Forbiddance, Beacon of Celestial Purity, The Bright God’s Canticle, Pore of Hell
FAIR WARNING: Being the Wizard means keeping track of more powers.
Ranger Bow: Omnipresent Reach, The Seeking Flight Beasts: Link of Unity, Red in Tooth and Claw Earth: Jewel-Bright Eyes, Obduracy of Stone
Thief Deception: Veiled Step, Perfect Masquerade Alacrity: All Directions As One, The Storm Breaks Night: Knives of Night, A Road of Shadows
Knight Sword: Steel Without End, Unerring Blade Command: Know the Inner Truth, A Thousand Loyal Troops Might: Surge of Strength, Stronger Than You
Barbarian Might: Fists of Black Iron, Stronger Than You Endurance: Body of Iron Will, Defy the Iron Passion: Terrifying Mein, Fashioning a Friend
The Broken Tower of the Cresthill Trinity, said to have been broken for justice or knowledge or due to a drunken misunderstanding, depending on whose priests you ask.
I asked them to write three sentences about their character, playing fast and loose with the Origin, Past Career, Relationship structure. I told them that if that structure helped them come up with three sentences – to use them but otherwise, to come up with 3 sentences about their character.
It worked. I didn’t roll up any Courts, as I usually do but decided that the duke was in fact Graz’zt, the Demon Prince, straight out of the Monster Manual 2.
Lowell’s Thief was having an affair with the duke’s wife, who was a succubus. I liked how sex positive and gentlemanly his character, Kayban Silverluck, was .
Rich told me as we were starting that he thought his character had broken something in game, like knocked over a tower. There is a busted-looking building on the map, so we decided he had knocked it over in a drunken haze during the previous night.
Mifanwe made friends with a Cloud Giantess who lived on a cloud castle and when they wrested the Wand of Orcus from Graz’zt, he gave it to her for safe keeping.
We punched Graz’zt in the face but then we took the time to level up and spend some Dominion Points, changing the world. Details that came out of that:
In Cresthill, the night causes terror for evil-doers.
In Cresthill, the Trinity are known as the new protectors.
Then they pooled their dominion to make a fact come up in a greater area, province-wide: a seed of free will was taking root, with people remembering that they don’t need gods.
Now there’s a succubus carrying the child of a thief demi-god (“YOU COUPLED WITH HER?!?” “That wasn’t clear?” “Not to me!” “Oh, Marton…”) leading a pride of lamia’s around.
There is a cloud giantess on cloud castle with the Wand of Orcus.
Orcus is out there somewhere, warring with the Raven Queen, looking for his damned wand.
Demons who have settled in other cities and towers are having trouble with their locals as they start to get all kinds of ideas and rise up in revolt.
I’m going to tinker with the faction rules, that I haven’t even looked at yet. None of us are up for a regular game but an every-so-often game that we come to as we can works. On those odd gameless Friday nights we will cast our devotions to the Cresthill Trinity and see what comes.
Dorot Jewish Division, The New York Public Library. “Part of the north wall and moat of Caesarea. The walls are six feet in thickness and are strengthened by buttresses; they are still from twenty to thirty feet in height. The moat is lined with masonry. There are three ruined towers in the north wall, two of which are shown above.” The New York Public Library Digital Collections. 1881 – 1884. http://digitalcollections.nypl.org/items/510d47d9-5f2c-a3d9-e040-e00a18064a99
Move: 10 foot in bright light /100 foot in flickering candlelight
The Candlelord is a vicious parasite god with a cult among the well-to-do of the Bright Republic. He lives in the abandoned vaults beneath the republic’s capital city where the wealthy cult members conduct dark rituals by its candle-light near the tombs of the senator-saints. It is said that the candles on his back represent suns he has eaten through long lost power before he came across the Night Roads and was stranded here.
The Candlelord can scry through any candles lit within a mile of his vaults.
The Candlelord’s higher ranked cultists can throw 1d6 damage in fire attacks if their shoulder-candles are lit and they are within a mile of their lord. When the fiery cultists are killed their heart, eyes and genitals burn like candles for 24 hours.
The Candlelord can choose from the Sun and Fire gifts based on which rituals the cult has performed recently and always has Road of Shadows as long as one candle is lit in its vault.
If you snuff out any of the Candlelord’s candles on its back, make a Spirit save as you feel the extinguishing of an ancient sun. Failure = 1d10 damage. Success is just a feeling of intense dread and perhaps a detail from a dead sun ‘s world to put as one of your Facts when you next level up. If you are ever on the Night Roads, you will be able to navigate your way to that cold, dead world without any rolls, as if you’d been there many times before.
The Flickering Suns Cult
Conflict: Performing a dangerous magic rite
Power Source: Has access to great wealth personally
Keeper of the relics
Power Source: Controls vital relics of the faith
Power Source: Recruits the new cultists and finds sacrifices
Consequences of its Destruction: A dangerous cult will fill the void
Temple Defenses: See Candlelord, above
2 Temple Spies (from S.R.D. or other law enforcement? Are they turned?)