Wednesday, 22 January 2025

Exploring the Dawn Realm (RPG Blog Carnival Worlds Beyond)

This month's RPG Blog Carnival is curated by VDoughnut of VDonnut Valley and is titled: Other, Between, and Under – The Worlds Beyond. I have several of these parallel realities sitting around (or stacked on top of each other, like paper plates), many of which I'm actively working on. So this feels almost a little cheeky. I may have to do another before the month is out to show my seriousness.

This is a post about the DAWN REALM, the nearest thing Pariah has to a the feywilde. It's the source of organic life, illusion magic, charms and mutations where nothing is ever created or destroyed but often converted into other forms.

And while it bleeds, constantly, into the Here & Now, the best way to experience it first hand is through a heroic dose of Dawn Mushrooms.

In essence this is a depth crawl with a guaranteed end, as it uses real time (10 mins = 1 turn, ends after 12 turns) and most encounters are resolved conversationally.

An ink drawing by Jef Cox from Pariah volume 1

REBIRTH IN DAWN

Pariahs make a Dawn save (as save vs. spells in ordinary OSR games), tell the GM of the result then note the following from their character sheet on a separate piece of paper or .txt doc:

  • TRUE NAME
  • ..SAVE VS. DAWN (AS SPELL SAVE, NUMBER LESS THAN 20)
  • SPIRIT DICE (AS HIT DICE: D4, D6 OR D8)
  • CURRENT HP 

...and up to five further names, items, attributes, qualities, conditions, burdens, wounds etc. that they wish to bring. Beware: anything left behind is lost forever!

The character sheet is set to one side: for the duration of the trip, only those notes represent the pariah.

A NOTE ON NAMES

Unless brought with them (as an item) chosen names can’t be used by the Pariahs in the Dawn Realm, and (as with the Here & Now) true names represent the sou and cannot be shared. Instead, take any combination of items, qualities or curses as the pariah’s Dawn name.

FAILING THE SAVE

Failing the initial Dawn save means pariahs travels to the dawn realm as usual, but ALL reaction rolls are made with disapproval (roll 3d6, keep the lowest two). Saving throws to prevent the environment from shifting (see below) are also made with disapproval (roll 2d20, keep the lowest die).

ENVIRONMENT

In any case, the pariah opens their eyes in a world at once familiar but twisted: roll for an initial feature (see below) and begin the exploration of the Realm of Dawn. 

INITIAL EXPLORATION

MAPS, HEXES & TURNS

The Pariahs’ spirits navigate the same overworld map used in the Here & Now, though at a much faster rate: travel between one mile hexes of any terrain takes one turn. While exploring a hex, one turn passes for every 10 minutes of real world (i.e. “table”) time. Pariahs return to the Here & Now after the 12th turn.

A red sun rises on the first day of exploration, bathing all in orange light and casting long shadows. While exploring or travelling all hexes within a 3 mile radius are visible (regardless of elevation, vegetation etc.), imparting knowledge of the terrain—including water bodies. Any settlements, megaliths or artificial landmarks appear as an intense glowing light. 

Pariahs can gleam additional information about the hex they occupy by questioning the Genius Loci—a visible presence within the hexes they traverse. The GM answers all questions as the Genius Loci in accordance to how they react (see reactions, below).

Additionally, at the start of a new turn 3 things occur:
  • Depth increases as the trip intensifies, unless the pariahs resist. Depth starts at 0.
  • A new feature is rolled 
  • An event is rolled
FEATURES
Roll 1d6 + depth, referencing the hex’s terrain: this new feature is incorporated into the environment. If repeats are rolled, choose the next option down.

EVENTS
Roll 1d12 + depth incorporating the result into the scene. Roll reactions for any new entities encountered.

RESISTANCE
Pariahs can prevent depth from increasing by making a save vs. Dawn. If they fail, depth increases anyway and the next entity they encounter reacts with disapproval.

SAMPLE DAWN FEATURES BY TERRAIN

JUNGLE/FOREST

  1. Writhing, entangling vines
  2. Fruits exploding 
  3. Kaleidoscopic scents
  4. Iridescent foliage
  5. Birdsong to white noise & back
  6. Water pink and viscous
  7. Trees become mushrooms
  8. Eyes erupt on all surfaces
  9. Giant inflating bubbles-pop!
  10. Hot, red syrupy rainfall
  11. Everything imbued with red
  12. Yonic portal to THE WOMB materialises (see below)

LAKE

  1. Surface frozen crystal clear
  2. Translucent, warm turquoise
  3. Singing fronds of pondweed
  4. Bubbles of sound and smell
  5. Psychedelic fish-bird shoals
  6. Taste of warm, rich blood 
  7. Drowned water spirit victims 
  8. Domed water spirit palaces 
  9. Water becomes thick jelly
  10. Hot, red syrupy rainfall
  11. Lakebottom gate to DEATH
  12. Yonic portal to THE WOMB materialises (see below)
PLAINS (including tundra)
  1. Singing, swaying grass
  2. Eagles flying from Dawn sun
  3. Echoing chimes after tremors
  4. Wind brings scent of tobacco
  5. Ground oozes purple slime
  6. Crystalline yellow grass
  7. Fungal spores spiral upward
  8. Clouds raining angel hair
  9. Carpet of laughing mouths
  10. Multiple moon-suns
  11. Giant ant fort leads to DUSK
  12. Yonic portal to THE WOMB materialises (see below)

EVENTS IN DAWN (1d12 plus depth)

  1. 1d6 orbs or 1d8 tree sprites approach
  2. Animal spirit is aware of pariahs presence
  3. All pariahs exchange one item/quality/burden etc.
  4. 1d20 fallers begin descent from above
  5. Pariahs suddenly shrink to 1/12 size
  6. Tree guardian and 1d8 tree sprites materialise
  7. 1d20 floaters rising from below
  8. 1d6 devourers feed on a treasure/1d6 orbs/1d4 fallers
  9. Roll twice more and combine
  10. Unwise One pursued by 1d6 devourers/1d8 dancers
  11. Pariahs grow 12x their current size
  12. 1d6 crafters modifying or constructing a treasure
  13. 1d8 dancers emerging from the landscape
  14. Massive tremor: all players swap pariahs (anti-clockwise direction if at a table, return at the end of the "trip")
  15. Wandering witch shepherding 1d6 orbs 
  16. Spirit of the mushroom and 1d6 devourers
  17. Trickster materialises
  18. or more... The QUEEN OF DAWN materialises

CONFLICT IN DAWN

Violence occurs as detailed below:
  • no attack rolls: damage is rolled directly against HP
  • Dawn Spirits always act first, unless the pariahs somehow surprise them.
  • Native spirits reduced to 0 HP return to the Womb and are not encountered again
  • Pariahs reduced to 0 HP must make a Dawn save: if they succeed, the regain 1 HP but their saving throw worsens by 1. If they fail, cross-reference the number rolled against the spiritual fallout table (below)
  • If a save worsens to 20, the pariah becomes a Spirit of Dawn and cannot return to the Here & Now

SPIRITUAL FALLOUT

  1. Second wind: all HP restored, save worsens by 1
  2. Revived: regain 1 HP, save worsens by 1
  3. Bursts into 1d12 identical homunculi: collect to restore (could take a minute each)
  4. Lingering: HP remains at 0, save worsens by 1
  5. Immediately awaken in the Here & Now, full HP
  6. As “5” plus the effects of low dose of Dawn mushrooms
  7. Awaken in the Here & Now with 0 HP and lose an item
  8. As “7” plus the effects of low dose of Dawn mushrooms
  9. As “8” also gain a mutation
  10. Awaken in Here & Now with curse: spirit-touched
  11. As “10”, also attracts 1d4 Dawn spirits
  12. Awaken in Here & Now with curse: possession
  13. As “12” a malevolent spirit is present
  14. Awaken in Here & Now as a Nameless One 0 HP
  15. As above plus effects of powerful dose of Dawn mushrooms
  16. As “15” but also gain a spell spirit
  17. As “16” but lose all spirit dice permanently, bar 1
  18. ...or more: physical body transforms into a tree, permanently

ENTITIES

Entities in the Dawn Realm are either simple (dog level intelligence) or complex (similar in intelligence or humans) or god-like. The first two have their own reaction tables:

REACTION OF SIMPLE ENTITIES (2d6):

2 Seeks to avoid the pariah, defensive if cornered
3-5 Wary, will avoid but can be enticed
6-8 Ambivalent
9-11 Curious: follows and observes the pariahs
12 As above but actively assisting

REACTION OF COMPLEX ENTITIES (2d6):

2 Take—wants to take and give nothing in return
3-5 Scam—gives little expects but a lot in return
6-8 Trade—looking to exchange things of equal value
9-11 Entertain—gives something yet expects little in return
12 Give—willing to give and expects nothing in return

Complex entities have things they need or want, and things they can provide in return.

God-like entities have specific purposes and agendas, and cannot be fought with violence. A reaciton roll can be used to determine how they favour the pariahs.

ENTITIES OF DAWN

  • Animal spirit complex entity
    HP 4-40 | DMG 1d4-1d12 | attacks by animal type
    Needs: food,security, proliferation of their species
    Gives: local knowledge, boons (AHPZ41), travel

  • Crafter complex entity
    HP 6 | DMG 1d6 (tool) | SV 9 |
    Needs: to see technology used creatively & in harmony with nature; inspiration; creativity
    Gives: treasure (below), craft skills
    1d6 appearance: 1 tiny humans | 2 fractal elves | 3 bees | 4 goblin rats | 5 grey aliens | 6 songbirds

  • Dancer complex entity
    HP 9 | DMG 1d8 (limbs) |SV 11 |
    Needs: to be witnessed, loved and adored
    Gives: inspiration; joy (removes burdens of sadness)
    1d6 appearance: 1 beautiful youths | 2 ribbon-birds | 3 butterflies | 4 gnat cloud | 5 flying fish | 6 orbs
     
  • Dawn mushroom  unassailable god-like entity
    Needs time and attention—depth progression halts unless the pariahs save, causing the mushroom to dematerialise, obliterates artificial items (including treasure, breaks it down into 1d6 orbs)
    Gives entheogen skills, knowledge of mushroom ritual 

  • Devourer complex entity 
    HP 10 | DMG 1d12 |SV 12 |
    Needs: to possess and consume other entities
    Gives: predatory instinct; boons; eats burdens
    1d6 appearance: 1 raptor swarm | 2 cyclops dogs | 3 baboons | 4 myconids | 5 acidic ooze | 6 death plant

  • Faller simple entity
    HP 3 | DMG 1d2 (below) | SV 14
    Fungal parachute floating downwards, can transport to realms beneath. Damage when defensive only.

  • Floater simple entity
    HP 4 | DMG 1d4 (spike) | SV 14
    Helicopter or balloon falling upwards, can transport to realms above. Damage when defensive only.

  • Orb simple entity 
    HP 8 | DMG 1d8 | SV 8
    Dawn spell-spirits that can be shepherded back to the Here & Now (carry as items, bind on return)

  • Queen of Dawn GOD-LIKE ENTITY
    refer to AHPZ54 or https://aloneinthelabyrinth.blogspot.com/2021/06/how-to-stat-goddess.html

  • Treasure simple entity
    HP 24 | DMG 0 | SV 8
    Concentric globes of latticed tissue made by crafters.
    1d6 function: 1-2 flyer | 3-4 weapon | 5 heals 1d6 HP | 6 save +3
    Treasures become boons in the Here & Now

  • Tree guardian complex entity
    HP 20 | DMG 1d8 | SV 10
    Needs: help protecting its tree, an end to humanity
    Gives: tree sprites, charms, tree secrets

  • Tree sprite simple entity 
    HP 4 | DMG bane | SV 12
    Here & Now spirits aware of the pariahs. Inflicts banes as an attack, save to resist: the bane takes the place of an item in the pariah's inventory

  • Trickster unassailable god-like entity
    entices the pariahs to the Realm of the Phantom Watchers
    1 fox | 2 crow | 3 cuckoo | 4 spider | 5 eyeless child | 6 proto-clown (gorgon/Nephilim/Oni)

  • Unwise One
    ...an NPC wise-one trapped in the Dawn (1d6):
    1-2 afraid 3-4 angry 5-6 delusional

  • Wandering witch
    ...an NPC wise-one at home in the Dawn, roll a reaction as per Here & Now

THE WOMB

If the intensity of the trip reaches 8 (or the pariahs travel through a portal encountered earlier) the surrounding landscape is absorbed by the blood red embrace of THE WOMB. 

The environment is now generated by rolling 1d6 and adding depth three times for location, variation and events: locations, encounters and details transform each turn unless the pariahs successfully save to resist.

WOMB LOCATIONS(1d6 +DEPTH)

9 or less
Blood tunnel: behind lies the Realm of Death (AHPZ18), ahead lies the red light of Dawn 

10
Egg: a throbbing, veiny egg, faintly translucent. It sits within a cosy nest of feathers & flesh.

11
Salt-sack: a blood red sea surrounding a gargantuan foetus. Pariahs can choose to be reincarnated here.

12
Blood meadow: crimson grass blades sway noisily with swathes of red flowers, scarlet bees buzz between.

13
Circus: a giant flesh-tent surrounds 1d8 dancers & 1d4 animal spirits; a show hosted by The Trickster as proto-clown.

14
Goblin market: 2d6 each of crafters, dancers and devourers exchanging treasures, orbs and tree-sprites.

15
Abattoir: 3d6 devourers are feeding piles of raw meat to an enormous predatory animal spirit.

16
Pink clouds: floating in a pink hued sky, clouds soft, fluffy and capable of supporting weight. 

17+
First Light: a peaceful forest imbued with dawn light. At the end of the turn the pariahs awaken from the trip— it is dawn (regardless of the time that has passed), the weather is fine, and all their wounds have been healed. 

LOCATION VARIATIONS (1d6 +DEPTH)

9 or less
Spikes, vermin, dripping acid: 1 HP damage each turn here

10
The environment feels disinterested, reactions at -1

11
Eating elements of the landscape restores 1d4 HP

12
Saves made by pariahs receive +1 at this location

13
All entities are calm, +2 to all  reaction rolls

14
The environment silently encourages growth: pariahs interacting with it can improve one skill when they return

15
Embracing the womb removes burdens of shame or guilt

16
The womb won’t let the environment change next turn: successfully save to progress not resist (reroll events)

17+
As above but the environment aggressively defends the pariahs against other entities: +2rolls with Queen of Dawn

EVENTS IN THE WOMB (1d6 +DEPTH)

9 or less
Unwise one, meditating on what led them to this point and unsure how to escape.

10
Portal back to starting hex, though still in Dawn. Depth reduces by 1d6 if taken though trip still ends after 12 turns

11
Trickster (in random form) lingers at edge of location, opens portal to Realm of the Phantom Watchers https://aloneinthelabyrinth.blogspot.com/2023/07/the-beyond-cthulhu-dark.html

12
Tremors release an entity every minute (1d6)  1-2 floater | 3-4 faller | 5 orb | 6 treasure | 

13
An animal spirit of either an extinct or hitherto unborn animal regards the scene before it with curiosity

14
1d6 Dusk Priests gripping pole-arms stand guard beside a portal to the Dusk Realm (https://aloneinthelabyrinth.blogspot.com/2020/12/the-dusk-realm-procedurally-generated.html)

15
Existing entities remain, but the Queen of Dawn glimpsed in the form of a giant eel. Follow or not? 

16
Portal to the Mutagenic Hive Swarm (https://aloneinthelabyrinth.blogspot.com/2023/07/mutagenic-hive-swarm-zini-edition.html): 1d6 slayer-seekers and 1d4 ripper-tearers materialise

17
Existing entities remain, but the Queen of Dawn glimpsed in the form of a giant peacock. Follow or not?

18
Queen of Dawn encountered, proceed to AHPZ54 or https://aloneinthelabyrinth.blogspot.com/2021/06/how-to-stat-goddess.html

FINAL NOTES

At the end of the 12th turn the pariahs spirits return to their bodies in the Here & Now.

  • Anything left behind is lost forever
  • Any orbs brought back transform into spell-spirits
  • Any treasures brought back become boons
Option: pariahs who successfully rid themselves of a burden need to explain how their journey psychedelic experience facilitated this, or the burden returns! 

This post provides procedures to run adventures in the Dawn Realm, but is only a taster of this place’s possibilities. GMs should customise and innovate, expanding encounter tables and locations as they see fit. Some final things to ponder:
  • Everything is edible, but what does that do?
  • Relations, as in nature, are nearly always transactional: make that as abstract as is enjoyable!
  • Allow pariahs to freely craft with the material of this environment, and bring their creations home
Other posts about Dawn:

COMPLETE PARIAH SANDBOX
An edited version of this post is to be included in the next update to THE COMPLETE PARIAH SANDBOX.

The Complete Pariah Sandbox: Zini Collection is an "early access" opportunity for the ongoing development of the revised PARIAH game and sandbox materials. At time of posting (January 2025) you can access the files for $4.50, with 15 files currently uploaded.


Each month at least 3 new "zinis"—modules 4 sides of A5 in length that can be dropped into your own campaign—are released, but the price increases for those who have not already purchased access. 

Ten new community copies—granting free access to the files—are released at the start of each month. 

1 comment:

  1. Such an elegant mix of mechanics and flavor. I like the way time works differently in the Dawn Realm vs. The Here & Now. It's hard to balance psychedelia with the practicalities of game mechanics and game design but Pariah finds that balance.

    ReplyDelete