Last year I returned to the untied loose end of the Dawn Realm (crudely, Pariah's equivalent of the feywilde) with this slightly long, sketchy post. It's been fermenting since then with a great deal of reagents added following conversations on this blog and elsewhere, of which many were with Max Cantor of Weird and Wonderful Worlds. It took watching Scavengers Reign for me to take this pot of potent brew off the flames and let it cool, let the residue crystallise, and then snort a big hefty old line of the stuff.
This is not a post that includes a Scavengers Reign hexcrawl... but I've robbed a few of the details, because the big breakthrough that show provided was to really show how the world interacts with not just the explorers, but the elements within it.
- Spirited Away and Princess Mononoke (as usual)
- Annihilation (as usual)
- Heart: The City Beneath by Grant Howitt and Chris Taylor
- The Modern Fairy Sightings Podcast
- Passport to Magonia by Jacques Vallee
- Exclusion Zone Botanist by Exeunt Press
- LSD, especially those crazy purple microdots that were doing the rounds in the mid 90s
- Hypoxia (emphatically not auto-erotic asphyxiation... or so protested the Player Queen...)
- Scavengers Reign
- Hexcrawls after Luke Gearing's methodology, in particular reference to Carcosa
- Depth crawls after Ynn & Stygian Library by Cavegirl (links are affiliate links to Dying Stylishly's DTRPG pages)
- Hex flower generators as espoused by Daniel Sell but developed, refined and truly championed by Goblin's Henchman
IMPORTANT: PEDANTIC PSYCHONAUTS PLEASE READ!
As stated in last August's post, the continuing design intent is to create a novel gaming experience in a fantasy world rather than a tabletop simulation of ingesting hallucinogens. However, there are bits and pieces inspired by my own real-life experiences and the experiences of others, as received second hand.
Dawn Mushrooms
Let's take it back to PARIAH VOLUME 1, with this picture of the Dawn Mushroom:
Dawn Mushroom by Abigail Lingford
The design was inspired by the real life (but non-hallucinogenic) octopus stinkhorn Clathrus archeri, pictured below.
In-game Dawn mushrooms ARE hallucinogenic and are one way in which wise-ones and spirit-talkers—DAWN TREADERS (ha!)—can access the Dawn Realm. Broadly, the size of the dose corresponds to the intensity of the experience, as outlined below. These range from minor pseudo-magical effects to full spiritual travel.
Dawn Mushroom by Abigail Lingford |
Ingestion
(if you're playing with skills you may use an entheogen skill die to improve the roll)
Low dose
- The effects of a low dose last for 1d3 hours; taking an additional low dose extend this time by 1d2 hours... before taking additional doses does nothing but induce nausea.
- If a powerful dose was taken at the outset, then the effects of a low dose progress after another half an hour (3 turns).
- If an heroic dose was taken at the outset, then the effects of a low dose progress after another 10 minutes (1 turn).
- If a ridiculous dose was taken there is a brief moment of clarity before immediate progression to the next stage below...
Powerful dose (the threshold)
The effects of a powerful manifest after those of a low dose as described in the preceding passage. The dawn treader is now standing at the threshold between the Here & Now, compromising their efficacy somewhat.- Invisible entities of both the Here & Now (tree sprites, wind elementals, genius loci etc.) and the Dawn (including spirits bound to individuals, enchanted items and constructs) are visible to the dawn treader.
- 2-way telepathic communication with all spirits of the Here & Now (including minerals) and the Dawn is possible: they will respond within the limits of their knowledge and experience. This includes human beings who don't ordinarily share a language.
- It takes considerable effort to engage the physical body: movement is at half rate, GMs should impose similar penalties to other physical activity such as combat. The pariah can temporarily forego these penalties by spending HP or hit dice, or even wisdom, at the GM's discretion
But they don't arrive there instantly: it's an ascent.
Rough sketch of trip trajectories |
Zenith is randomly determined, but weighted according to the dose:
- Roll 1d6 for a powerful dose
- 1d6+6 for an heroic dose
- 2d6+6 for a ridiculous dose
Once the effects of a powerful dose take hold, Flint Arrow's player rolls 1d6, rolling a 6 This means they will hit their zenith of intensity 6 in 6 turns, with intensity increasing by one each turn until then.
Under the effects of a powerful dose, the dawn treader will experience glimpses of the Dawn realm through the Here & Now according to the terrain tables below (roll 1d12 and add the intensity).
Once intensity reaches 6, the dawn treader is no longer able to operate in the Here & Now and must rest their physical body while they travel the dawn room: note, this can happen even under the influence of a powerful dose.
If desired, players can resist the increase in intensity (and reduce the zenith by one) by making a successful save (vs. dawn/spells) or by taking 1 point of wisdom damage (if the save fails) or some other sacrifice agreed with the GM.
Flint Arrow's player doesn't want his character to be immobile for three hours when they hit their zenith, so they try to save vs. wisdom to stop the inevitable advance. They fail, but decide to take a hit to their wisdom for the same effect. Flint Arrow is able to keep their consciousness on the threshold of the Here & Now, but doing so has impaired their grip on reality somewhat...
After three hours at their zenith, the trip's intensity reduces by two steps every turn, until they experience the effects of a low dose (see above) for half an hour/ 3 turns, after which they will need to rest.
Heroic Dose: crossing the threshold (intensity 6-9)
Taking a heroic dose—a whole, be-tentacled mushroom the size of a baby's head—has serious implications. For one, once intensity is attained the dawn treader is no longer able to interact with the Here & Now until they return to the threshold.
Usually, only one pariah will be in this state, and it's not much fun for the rest of the table to watch as the GM and one player explore this psychedelic realm. There are multiple options open to the players:
- Roll and narrate: calculate how long the pariah is going to be out of action and roll on the roll and narrate table on p.44 of PARIAH volume 1. The player briefly describes their character's experience to the rest of the table, influenced by the results of that table
- Going solo: calculate how long the pariah is out of action, and drop them back into the game after that point. The player and GM resolve the trip in a private session at a later date.
- I contain multitudes: all the players participate in the exploration of the Dawn Realm, representing disparate aspects of the pariah
Exploring the Map
"One of the most boring things about D&D is travelling to the Elemental Plane of Fire, doing all the necessary magical prep to survive the journey and finding... it's just like a hexcrawl... but on fire."
- Me, 5th August 2023
Ah shucks, guess who's about to eat humble pie?
Dawn sits parallel to the Here & Now: separate but entwined, it is both a part of it while also apart from it. An existing hex map of the territory surrounding the dawn treader is used to generate the environment of the Dawn Realm, with the following caveats:
- Terrain is a PROMPT not a description, and will vary with the intensity and mood of the trip (this is also a psychedelic depth crawl as well as a hexcrawl)
- The greater the intensity of the trip, the greater the environment is divorced from base reality/The Here & Nowrn
- The PC's physical form remains in the place where it begins, this journey is made purely in spirit: if it helps, imagine it's the character playing another character in a game within the game (suddenly that Hamlet paraphrase is starting to make sense)
- enter a new hex
- remain in the current hex
- details and events are re-rolled
- intensity increases by 1 (unless the dawn treader(s) actively resist, as noted above OR they have already attained their zenith)
Glossary
dawn mushroom
A primeval psychonaut, a wise-one, a spirit-talker
dose
- Low dose: there are six of these to one mushroom
- Powerful dose: a third of a mushroom, ingested at once. Brings the dawn treader to the threshold between the Here & Now and the Dawn Realm
- Heroic dose: a whole mushroom, ingested at once. As the dawn treader approaches their zenith, they are unable to engage with the Here & Now: their body shuts down as their spirit travels through the Dawn Realm.
- Ridiculous dose: more than one mushroom.
entheogen
Equivalent to "depth" in Ynn or Stygian Library, progresses at a steady rate until reaching its zenith (determined by dose)
An individual outcast from their family or wider community. In the RPG of the same name (usually stylised PARIAH), "pariah" serves as an alternative to the term "player-character".
- a giant dawn mushroom
- the rising sun
- a pool of bile full of writhing eels
- the morning star
The maximum intensity of a dawn mushroom trip, usually lasting 3 hours of in-world time
A Final Word
Final FINAL word
https://aloneinthelabyrinth.substack.com/
Adieu.
Links
The Dawn Realm:https://aloneinthelabyrinth.blogspot.com/2023/08/the-dawn-realm-further-thoughts-on.html
https://weirdwonderfulworlds.blogspot.com/
https://pjamesstuart.substack.com/p/scavengers-reign
The Modern Fairy Sightings Podcast
https://podcasts.apple.com/gb/podcast/the-modern-fairy-sightings-podcast/id1539352369
Exclusion Zone Botanist
https://exeuntpress.itch.io/exclusion-zone-botanist
Luke Gearing on Carcosa and hex stocking:
https://lukegearing.blot.im/supplement-v-carcosa
Gardens of Ynn
https://www.drivethrurpg.com/en/product/237544/the-gardens-of-ynn?affiliate_id=767873
Stygian Library on DTRPG (affiliate link)
https://www.drivethrurpg.com/en/product/257113/the-stygian-library?affiliate_id=767873
Daniel Sell's Ur hex flowers:
https://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html
Goblin's Henchman's hex flowers
https://goblinshenchman.wordpress.com/hex-power-flower/
Abigail Lingford's illustration Instagram:
https://www.instagram.com/anthropoidillustration/
Thanks for the shoutout, been enjoying the conversations :)! I still haven't seen Scavenger's Reign (other than the original short on youtube) but I've had friends telling me to see it for a while and now it's all the rage so i gotta check it out sooner than later.
ReplyDeleteI can't speak to the direct usability bc I usually just play fast and loose with this kind of stuff lol but I like the Intensity / Mood / Zenith mechanic concept, and how it maps with Ynnian "Depth" and has a kind of spacetime to it, and also I like the various effects as you've laid them out here.
I like the whole "Terrain is a PROMPT not a description" concept, this is a great way to frame it. I know I'm always shilling for Saker Tarsos' Concept Crafting but that also I think is really compatible with this idea of a malleable or panpsychist reality (or just the experience of reality and navigating spacetime within a trip).
You're welcome- and thank you! The concept crafting is definitely going to make an appearance in post 2 (or 3 or 4...)... sapient mechanisms/bio-spiritual objects. In fact, this sort of ties in with the Scavengers reign elements, which I didn't end up showcasing in this post.
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