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
A NOTE ON NAMES
FAILING THE SAVE
ENVIRONMENT
INITIAL EXPLORATION
MAPS, HEXES & TURNS
- Depth increases as the trip intensifies, unless the pariahs resist. Depth starts at 0.
- A new feature is rolled
- An event is rolled
SAMPLE DAWN FEATURES BY TERRAIN
JUNGLE/FOREST
- Writhing, entangling vines
- Fruits exploding
- Kaleidoscopic scents
- Iridescent foliage
- Birdsong to white noise & back
- Water pink and viscous
- Trees become mushrooms
- Eyes erupt on all surfaces
- Giant inflating bubbles-pop!
- Hot, red syrupy rainfall
- Everything imbued with red
- Yonic portal to THE WOMB materialises (see below)
LAKE
- Surface frozen crystal clear
- Translucent, warm turquoise
- Singing fronds of pondweed
- Bubbles of sound and smell
- Psychedelic fish-bird shoals
- Taste of warm, rich blood
- Drowned water spirit victims
- Domed water spirit palaces
- Water becomes thick jelly
- Hot, red syrupy rainfall
- Lakebottom gate to DEATH
- Yonic portal to THE WOMB materialises (see below)
- Singing, swaying grass
- Eagles flying from Dawn sun
- Echoing chimes after tremors
- Wind brings scent of tobacco
- Ground oozes purple slime
- Crystalline yellow grass
- Fungal spores spiral upward
- Clouds raining angel hair
- Carpet of laughing mouths
- Multiple moon-suns
- Giant ant fort leads to DUSK
- Yonic portal to THE WOMB materialises (see below)
EVENTS IN DAWN (1d12 plus depth)
- 1d6 orbs or 1d8 tree sprites approach
- Animal spirit is aware of pariahs presence
- All pariahs exchange one item/quality/burden etc.
- 1d20 fallers begin descent from above
- Pariahs suddenly shrink to 1/12 size
- Tree guardian and 1d8 tree sprites materialise
- 1d20 floaters rising from below
- 1d6 devourers feed on a treasure/1d6 orbs/1d4 fallers
- Roll twice more and combine
- Unwise One pursued by 1d6 devourers/1d8 dancers
- Pariahs grow 12x their current size
- 1d6 crafters modifying or constructing a treasure
- 1d8 dancers emerging from the landscape
- Massive tremor: all players swap pariahs (anti-clockwise direction if at a table, return at the end of the "trip")
- Wandering witch shepherding 1d6 orbs
- Spirit of the mushroom and 1d6 devourers
- Trickster materialises
- or more... The QUEEN OF DAWN materialises
CONFLICT IN DAWN
- 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
- Second wind: all HP restored, save worsens by 1
- Revived: regain 1 HP, save worsens by 1
- Bursts into 1d12 identical homunculi: collect to restore (could take a minute each)
- Lingering: HP remains at 0, save worsens by 1
- Immediately awaken in the Here & Now, full HP
- As “5” plus the effects of low dose of Dawn mushrooms
- Awaken in the Here & Now with 0 HP and lose an item
- As “7” plus the effects of low dose of Dawn mushrooms
- As “8” also gain a mutation
- Awaken in Here & Now with curse: spirit-touched
- As “10”, also attracts 1d4 Dawn spirits
- Awaken in Here & Now with curse: possession
- As “12” a malevolent spirit is present
- Awaken in Here & Now as a Nameless One 0 HP
- As above plus effects of powerful dose of Dawn mushrooms
- As “15” but also gain a spell spirit
- As “16” but lose all spirit dice permanently, bar 1
- ...or more: physical body transforms into a tree, permanently
ENTITIES
REACTION OF SIMPLE ENTITIES (2d6):
REACTION OF COMPLEX ENTITIES (2d6):
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
WOMB LOCATIONS(1d6 +DEPTH)
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.
LOCATION VARIATIONS (1d6 +DEPTH)
9 or lessEVENTS IN THE WOMB (1d6 +DEPTH)
9 or lessFINAL NOTES
- Anything left behind is lost forever
- Any orbs brought back transform into spell-spirits
- Any treasures brought back become boons
- 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
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.
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