Discussing the etymology of hobgoblin on the discord server was a reminder that the idea of a "kitchen ghost" or "hearth spirit" is common to many cultures across the globe. Hob is used by a lot of British people to describe their stovetop, an evolution of the hot plate that once kept pots simmering on traditional stoves. Goblin, of course, was a type of fey creature rather than a rat-faced runt with green (or orange) skin and a selection of pointy sticks. The hobgoblin was thus a kitchen-based domestic spirit and not the larger kinds [of orc], as suggested by Gandalf.
They used to be fun, now they're just another "proud warrior race" trope. |
In protestant Europe (and in many of the lands the countries of that cultural sphere once occupied) belief in this spirit and the practice of honouring it has largely died out over the last few centuries along with many of that culture's folk traditions. The guilty party in this case being the religiosity of the reformation and the "rationalism" of the later enlightenment period.
However, there are many cultures that have kept this simple observance alive, including many with a more syncretic approach to religion. My family in central Vietnam keep a shrine above the hearth to the Kitchen God, a figure of Chinese origin and found in both Taoism and Chinese mythology. Among his many duties is to report the behaviour of various family members (to heaven) every Lunar New Year. By family tradition his return flight to the heavens is on the back of a giant fish, though I'm not sure if this is a common belief outside of my wife's household. Throughout the rest of the year the Kitchen God is respected each day with the burning of incense and with votive offerings on both his birthday and during Tet. In return the Kitchen God helps us to maintain an orderly home and family, the hob being representative of the preparation of the food which we share together.
But this is not an anthropological or sociological post, this is a blog about a fantasy adventure games. The preamble is to make the following (non-academic) leap of logic: given the widespread practice of folk traditions honouring a kitchen sprite, spirit or minor deity; given the long tradition of such practice within many disparate cultures, is it not unreasonable to suggest that our Neolithic ancestors might also have honoured a kitchen ghost?
Hearth Spirits & House Ghosts
- Demonstrate the interactivity of the animist world.
- Give players the options for developing the pariah band's culture.
- Create additional options when seeking shelter in abandoned places OR when building permanent structures.
- Provide additional flavour.
The Nature of a Hearth Spirit
Pariahs and Hearth Spirits
By definition, a pariah is one who has been cast out from their home, their family and their tribe.
In the PARIAH RPG these outcasts originate from nomadic hunter-gatherers, many of whom (though not necessarily all) might not build permanent homes and structures. They might not have any idea about the presence of a house-spirit... but in time, it will make it's presence felt.
In an Abandoned Home
- Those at recovering lost HP or stat receive their hit die's full compliment.
- Those not recovering HP or stat damage recover ALL their hit dice.
- Those not injured and with a full compliment of hit dice wake up feeling especially optimistic: they receive one re-roll, to be redeemed before the following sunrise.
- They will not be disturbed by any encounter during the night (at GM's discretion an NPC tailing them will be free to disturb them as planned: this "encounter waiver" covers random encounters only!)
- The house-spirit provides protection against malevolent spirits(of 3HD or fewer): none may enter the dwelling without an invitation.
- Food will keep twice as long as expected, and rot will attract fewer pests.
- The spirit will attract helpful creatures to deal with prevalent vermin (cats to deal with mice; spiders to deal with flies; geckos or bats to deal with mosquitoes etc.)
- The fire of the hearth requires only half as much fuel as usual.
- Out of everybody who shares a meal and then sleeps beneath this roof, one (pick at random) will recover ALL of their hit dice when they sleep (as opposed to just one). If that person is already recovered, they receive no other benefit.
- The house-ghost will repair a broken or damaged item, as long as no one is awake during the night.
Forgetting to Honour the Ghost
- Dusty: no matter how hard the pariahs sweep, there's always dust everywhere!
- Strange noises are heard in the night, waking one character at random. That individual will not recover any hit dice that night.
- An object of minor importance (i.e. not magical, a weapon, tool or clothing) disappears. It reappears within the house in 1d6 days, or when the spirit is given its due respect.
- No one is able to sleep properly. No hit dice are recovered overnight.
- Broken: a randomly determined non-magical object breaks in the night. No one heard anything. It is reparable, but will take time.
- Any food kept beneath the roof of the house spoils overnight.
- Unlucky: someone (determined at random) will have -2 to all rolls until the following morning (at which point the hex will have moved on to someone else).
- No one may recover HP by spending hit dice after eating. Only magical healing may assist them.
- Vermin become attracted to the house. Any friendly creatures (geckos, cats, bats, house spiders etc.) vacate the dwelling.
- No one may recover attribute damage (i.e. heal wounds) by spending hit dice. Only magical healing may assist them.
- A significant object (a weapon or tool) disappears. It will not reappear unless an offering is made at the altar of the house ghost.
- Those seeking to rest and recover from wounds find their wounds have worsened by one point overnight.
- Scratches: a random pariah awakens to find scratches all over their arms and legs. Inflict 1 HP damage.
- Horrible nightmare: a random pariah awakens in the night, paralysed. A creature is sitting on their chest (ask the player to describe what their character sees). The pariah receives 1d6 WIS damage. They recover no hit dice that night.
- Major apport: an object of great significance—perhaps an ancestral relic or magical item—vanishes, never to return (unless offerings are made and the home is put right).
- Disease: a member of the household is struck down by a slow wasting disease, deleting 1d4 points from a random attribute each day they spend in the house. Moving them to another site will halt the progress, but they won't recover until the house spirit is redressed (or destroyed, because by this point the party are going to be pretty pissed at it).
- Assault: a group of ghouls/blood-drinkers/elementals attack the dwelling in the night, bypassing even circles of protection to invade the haunted house.
- Death: a randomly determined pariah must save vs death or they won't wake up in the morning.
Love the concept :)
ReplyDeleteThank you!
DeleteThis would be a cool mechanic to use in a hexcrawl, I think. There's the initial mystery of the "first night" and afterward, either the opportunity of creating a little point of haven on the map or else the risk of seeding the landscape with malevolent spirits who are furious at your disrespect for tradition...
ReplyDeleteDefinitely- although I am working on something similar but different with Spirits of the Place/Genius Loci.
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