Skip to main content

A Deal With God

So, I've given you some background about The Ashen Age, but many things still wait to be defined. Among the things that wait to be defined is magic, which is a particularly hard topic due to its weird nature. This relationship only gets more complicated due to the events that have happened to make the Ashen Age what it is today. Now, let's chat and try to decipher the splendor and misery that our characters may discover. Let's chat about the fall of the gods and their new brood. Let's chat about the lost art of magic and the secrets of godhood...

A Deal With God
(Markus Neidel
The petrification of the gods was a catastrophe in all ways, a perfect disaster. The initial shock of the god's petrified body parts crashing with the world and killing almost all surface dwellers was felt heavily among the survivors. Of course, there were other implications to this disaster as well. Clerical magic ceased to work, as no god could supply miracles anymore. Due to this, medical aid regressed to barbaric surgery, and many survivors died as their ailments ran rampant. During humanity's sheltered years nestled underground, their doubts began to stir about magic. Perhaps magic had been destroyed forever?

Of course, change does not always entail complete destruction. Magic still exists, it's just... different...

Orthodox magic, obsessively writing runes in tomes, is now a long lost art. Spellbooks are scattered across the lands, but the knowledge on how to create new spellbooks has been lost. Those powerful mages that knew the art of transcribing bound their souls to grimoires before the fall of the gods, so they could still have consciousness even if they died. There are tales of these grimoires and the immense power they provide, but there are even more sickening tales of people who find these artifacts and go insane while using them. Specifically, there is a widely known tale of Dezor the Possessed, who went on a successful quest to find one of these grimoires, but later locked himself in the tower which he found the book and claimed that he was the reincarnation of the long-dead wizard who originally owned the book.

To say that the gods are completely and utterly dead would be disingenuous. Their children still roam these lands. Once the gods fell before man, strange parasites crawled from their wounds. These creatures are completely alien to the world's old ecosystem. Most lack intelligence, and are just ravenous horrors that lurk the wastes looking for food. But there are a select few parasites called godlings that possess an oddly disconnected intelligence and power. They have odd goals that go beyond just surviving, ambitions unknown to the greater scope of man. Godlings need loyal servants to complete these overarching goals, and will entice mortals with promises of powers that they inherited from the gods they came from. Some people get dreams of godlings and their locations, a sign that the godling wants them to make a pact, that the godling finds them to be a useful tool. Once a person finds a godling, they may make a pact. In this grotesque ritual, the godling implants a seed of power inside their newfound acolyte, and the acolyte takes up some resemblance to the godling and now has a line of communication to the godling. Although, the consequences of this power are rarely ever told. With extended use and time, much like a parasite, the seed of power burrows into the acolyte and changes them to a twisted manifestation of the godling that they pledged allegiance to. With enough time, the acolyte is completely mindless, with their only desire now being to return to their godling and serve them. Many godlings have the passive approach of communication through dreams, although there are some horrifying tales of a knock at the door of a vault where a commune of humans live. Once the people foolishly go to open the door, there is a godling standing there, ready to claim the entire community.

Then there is godhood itself. It is unknown how the basilisk ascended to godhood, for the long-dead ancestors who witnessed the event only had theories. Scholars and skeptics remain divided on how godhood is actually achieved. A popular theory that has been whispered about is from the lady scholar Imaev of Godhead. She speculates that godhood is achieved by launching to the heavens and orbiting around the world. From there the perspective of the world from the heavens provides the launched person osmosis which grants them godhood. This would explain why gods never played too much of an active role in life before their fall, but it is hard to justify that a basilisk somehow achieved orbit around the planet, and it doesn't explain why the gods are all so bloody big. It also doesn't take into account the clearly blasphemous theory from the bastard scholar Copernicus that the world actually revolves around the sun, and that orbit may be a bit more complex than Imaev makes it out to be. Of course, godhood is rarely ever spoken about in the open, for people fear that the basilisk may hear them and punishments will follow for conspiring against their new ruler of the world.

Magic's current state is uncertain. Those who have crawled out of the vaults gaze upon these unknown forces with awe because they have never seen such wondrous things in their seclusion. Some communities were taught by their ancestors that magic was the very reason, so they find magic users or magic artifacts and lock them up in their so-called "witch vaults". Some individuals have begun to specialize in magic, travelling from vault to vault to provide their services to those too scared to collect magic themselves. Many have a lust for this power, and look to "acquire" artifacts and books off those who are lucky enough to have them.

So, the gods may no longer exist, but the scattered forces of magic they left in their wake will make for a fine substitute for their powers.

Sketch a day 355 by skraww
Addendum
(skraww)
Alright, so that's the whole gods deal taken care of for the most part. I think I scattered a good amount of plot hooks through this post for you to use, that's probably why it's a longer post than most of my others. I kinda wanted to keep some things vague for the GM to decide what's going on with specific elements of the setting. For instance, the vague nature of godhood, I personally think the lady scholar's idea is an excellent one and will get players thinking about how to launch themselves to space and then typical player shenanigans ensue, but the GM can change that in any way want. I also like the idea that satellites in our world would be considered gods in this world, just a funny thought, though.

I think that Ben Milton's Knave can easily be integrated with this, as spellbooks basically fit Knave's magic system. This addendum is about more complicated things, though, giving you a godling and a grimoire. I'll admit, I'm not familiar with GLOG spells and this is a bit GLOG-ish in nature, so you may need to do some adjusting. I personally am going to do some edits on this system later, I think it has some potential. To see it, just click on the red addendum link. Now all that lies ahead to be defined is the people that roam these lands, and the monsters that roam these lands. In the meantime, see you all later!

Comments

King Content

The Most Cursed Of Hands

Hi, I'm still alive. I've been pretty busy, busy moving, busy writing, busy working. I've recently moved across the entire country, and during my downtime I've been writing a small hexcrawl for my group to play as a mini-campaign when I visit them over breaks, and for a few new players I've met already. It started off as a simple hexcrawl featuring an awful forest and witch hunters, then ambition got the better of me so I added a fleshy dungeon. Consider this my belated addition to Nate Treme's Pamphlet Dungeon Jam . Here you go, the setting along with a few design notes further down this page (I recommend you read the second PDF in the folder first): The Most Cursed Of Hands I'll admit, the product isn't done-done yet, it's writing is a tad unorganized and its formatting could use a little bit of work. It's kinda hard making a pamphlet because you need to allow yourself to not give all  the information you want on a location, just enough...

Blackguards At The Gate

I've done it, I think. I've joined the bandwagon of homebrew rulesets. It seems like everybody in the OSR-o-sphere has one, and sometimes it seems pointless to make your own because people are already writing their own. But then, I came to a crossroads with 3 systems that don't seem too compatible that I absolutely love, and saw it as a challenge to awfully amateur my design skills. The three systems are Knave, Into The Odd, and GLOG, and I think I've done an okay job at melding the good parts of them together. I'm not going to harp on much longer, have my hack, along with a character sheet : Blackguard Just kidding, there is a bit more pitter-patter from me. I'm pretty content with my hack, just keep in mind that it hasn't been tested to any giant extent like Knave. The main thing I am uncertain about is the Hit Dice, and if I should change them to D8s, but that's about it. I think it's kinda funny how I treat PCs like items, with luck ba...

We Forgot We Were Human

I recently ran a fun game for a few younger players, it was their first time playing anything close to an RPG and they loved it, but I thought the session might go awry during character creation once one player was adamant about being an elf. I was a tad panicked at first because the system I use, Into The Odd , doesn't have any races and everybody is assumed to be human. At first I just assumed that I would treat her character like a human, like everybody else, but I decided that would be boring. Here is the quick hack I implemented to add races in Into The Odd . Every race starts like your standard human: Roll 3D6 for each stat, begin with an extra item. Now, from here you can do a few things to make the race interesting: Enhance  a stat at the cost of impairing  another stat. (For instance, the ogre race now rolls 2D6 + 6 for their STR but only rolls 2D6 for their WIL) Gain an ability at the cost of impairing  a stat. (For instance, the dwarf race now roll...