The Sage Welcomes You

So, here you find a blog about life in general, but with a focus on family, games, books and creativity. Other "stuff" will creep in from timt to time.

Thursday, December 27, 2012

More from the 13th Age: Welcome to My Dragon Empire--From the Miscellaneous Scholar's Archive

I continue my "notes to self" as much as anything else with these two entries.  It appears that I am actually going to get a 13th Age game off the ground in the New Year (yay 2013!) and I am filling in a few things around the margins for myself as I prepare to meet the enthusiastic imaginations of my players. 

So come these two entries, possibly based on (in game) fact or fiction, found here in the Imperial Archives.

Between demons and the gods, the Spirit World
A marginalia by, Ferdinand Cho Sok, the Imperial Spiritual Advisor to Shan Rohan, Third of His Name, year 137, 11th Age of the Empire

While those who are right thinking in the Empire honor the Four Houses, each in their measure, and those who seek the end of the world sell their souls to the demons of the Pit, we know there are other traditions that mediate between the visible and invisible world.  On the one hand are those fae powers of nature superintended by the High Druid.  On the other, and the focus on my thoughts here, are the powers of the spirits, ancestors and primal powers left from the Chaos War. 

These are the province of what the barbarian tribes call the Shaman or Witch Doctor or Medicine Man.  The tradition that most survives is the Chaos Shaman.  While Chaos has not always been the totem of every Shaman, almost every one that practices in this day has been seduced by its power.  Long ago, before the age of the Wizard King, the great mountain empires were served by Shaman-Priests who mediated between the lands of spirits, gods and mortal beings and Chaos was but one power they mediated.  Their days are long gone, however, and all but their Cities of the Dead have been swallowed by the earth and turned to dust.

So now, Chaos reigns supreme among the Shamans, especially those Orcs who have not fallen to demon worship, and the wild human and half-Orc barbarians who both threaten and guard the frontiers of the Empire.  It is a fearsome power to serve and to wield, but it is fickle and tricksy.  For Citizens of the Empire, there is little appeal and no balm for the spirit in such practices.  While the Emperor would never countenance suppression of our barbarian auxiliaries' spiritual practices, I have obtained permission to seek to convert them to more acceptable Imperial practice.  The cult of Thar has always had special appeal, and the mighty Storm Hammer Priests have shown well against the Chaos Shamans.  I have a hope that we shall see these practices fall more and more into disuse, pushed in the end to some few miserable tribes or Orc on the margins, of no threat to the Empire.
(historical note (marginalia in another's hand)): Advisor Cho Sok succumbed to a strangely incurable disease in 138 of the 11th Age and never saw his plans for proselytizing the barbarian tribes come to fruition)

A Warning
Imperial Eye of the Third Rank, Manco Hsieh
Year 200, 12th Age of the Empire
[Note, this field report from the Imperial Information Service (the Eyes of the Emperor) was found misfiled in Imperial Grain records; the misfiling could be because the Empire was teetering on the brink under the weight of the Zombie Plague (often blamed on the Diabolist) and the Imperial Bureaucracy was disintegrating with the rest of the Empire at the End of the Age]

I have found conclusive proof that THEY exist.  As all people know, when the First Emperor and his Allies threw down the Wizard King (may his name be cursed), chief among his supporters was the Elf Queen.  In the twelve years after the ascension of the First Emperor, half the children born to both humans and elves were half-elves.  Fewer people take account of the fact that the victory by the First was also due in part to the role of the Orc Lord.  When the Wizard King was most hard pressed by the First and his Elvish and Dwarven allies, it was the chaotic forces of the Orc Lord that broke the resistance of the Wizard King's reserves and allowed the Allied Forces to route the unsupported Royal Army. 

Then the First was able to maim the Wizard King and cast him down while the Allies secured the power structures of the Kingdom to lay the foundation of the Empire.  The Orc Lord's hordes, on the other hand, were busy chaotically rampaging.  The Allies were easily able to persuade the now surrendered Royal Army to turn its power on the forces of the Orc Lord and drive them from the realm, thus saving most of the Royal territory to be converted to the Imperial Heartland.

The Orc Lord, pushed to the margins, swore never to forgive or forget that his people received no reward for ending the reign of the Wizard King.

And, among the human barbarian and Orc tribes that honored the primal Chaos spirits, in the twelve years following the Orc Lord's expulsion, there were born a twisted parody of the celebratory Half-Elves.  These were the Man-Orcs.  I have seen them, I have learned to know them, they are real, and they are a threat to the security of the Empire.

They are not Half-Orcs.  The sages of the Archmage say that Half-Orcs are a supernatural response to the existence of Orcs that strengthen the communities plagued by the evil scourge of those vile creatures (now chiefly the barbarians at the margin of the Empire).  The Man-Orc is a different creature.  This is a creature that looks human, and seems human, but is an Orc down to the black pit of his soul.  An Orc can instantly recognize the Man-Orc, and acknowledges both their kinship and the superiority of the Man-Orc. 

This tribe of "wolves" in sheep's clothing has been infiltrating the Empire for years.  They infest the barbarian tribes.  Many have fallen to the siren song of the demonic powers, but most stay true to the ways of the Orc Lord's chaos spirits.  They are cannibals of the most obscene kind, and this (as well as the ease with which true Orcs (but NOT Half-Orcs) identify them, may be among their few weaknesses.  They not only like, but they crave human flesh (Orc flesh too, but the hunger is strongest for that of humans).  They delight in dining on any intelligent creature, but they seem to need to devour the meat of humanity.

For over Eleven Ages they have been spreading throughout the tribes, the towns, and the cities.  It is possible that they live among us even unto the sacred Imperial Services.  We must beware and seek them out, turn them out before the Orc Lord rises again.  They are his secret weapon, the knife at our throats.

We must find them and ward ourselves.

We must.

Wednesday, November 14, 2012

More from the 13th Age: Welcome to My Dragon Empire--Orders of Paladin

I am still in the early stages of planning my 13th Age game, but it occurred to me that another "blank" that I might want to fill in is the societal role of Paladins in my version of the Dragon Empire.  I was struck with a few ideas on my commute as I, ironically enough, listened to Dead Can Dance's "Chant of the Paladin."

So, here are a few ideas off the cuff to give myself some structures, while leaving enough blank space for my players to fill in their own ideas.

Notes from the Cathedral: On the Orders of Paladins
An exercise by a junior scribe

The wise have this to say of the Empire's Paladins:

In every age, extraordinary men and women have stepped forward to carry the battle flag of justice. By the will of the gods, paladins are both protectors and avengers whose campaigns of awesome justice serve as warnings to any who threaten those under their protection. The people depend on them, lords celebrate them, and monsters hate them. People have never needed paladins more than they do in the 13th age.
However, much more can be said of these holy warriors.  Many are trained by devoted and ancient orders.  Others are inspired by singular events, spirits, saints or the gods.  Some belong to secretive societies, while others are part of the glorious bureaucracies of the Dragon Emperor or the Archmage.  I will discuss some of these in what follows.

One of the most ancient and revered orders of the Paladin is the Golden Order who follow the Great Gold Wyrm.  Much has already been written of them.  Once they held court in the Golden Citadel, but since their stronghold fell to ruins after the sacrifice of the Great Gold Wyrm, they have dispersed through the known world to carry out their holy missions.  Chapter Houses of this order are found in every major city except Drakkenhall, though the Order is reputed to have safe houses for its missions even there.  The Order stands for the empire, but does its service to the Emperor at its own discretion.

A younger, though still well-established order, formed in response to the independence exercise by the Golden Order, is the Brotherhood of Imperial Guardians.  This order places the well-being of the Empire, the Emperor and its people above all.  They are a force for justice, law and order throughout the Empire.  When the empire is threatened, they form the vanguard of the Imperial Armies.

Often a surprise to some is the small order of paladins who serve the Archmage.  While it is certain that the August Supreme Magi of the Empire relies in the main on his colleges of wizards, his bureaucracy of magic users, and his councils of spell casters, he also patronizes a small cult of holy magic.  Though this would normally be considered the province of the Priestess, the Archmage has a higher tolerance for a blending of the Four Houses, such that the powers of Dawn, Twilight, Light and Shadow are revered in pursuit of magic and knowledge [n.b. for details on my campaign cosmology see here, hereherehere, and here].  It is said that some of the paladins of the Archmage also receive wizard's training, thus blending holy and arcane powers in pursuit of the mysterious ends of the grand wizards (though it must be said that they stand ever in support of the Empire and its peoples).  The order is known as the Arcane Defenders.

Many know of the dark order of paladins that follow the Crusader.  These were the champions who helped to establish First Triumph.  Now they are known, in the main, as the Order of First Triumph, or the Triumphal.  Commonly, they are called in hushed tones, the Dark Paladins.  However, two other shadowy orders also serve the Crusader.  While the Triumphal provide the shock troops in the Crusader's war against the fiends of the Abyss, he also dispatches his order of demon hunters, the Inquisitors to ride as dark knight's errant throughout the Empire.  For communities truly afflicted by diabolical forces, the Inquisitors can be their last true hope for deliverance.  However, many communities have suffered The Inquest at the hands of the Order, whose unwritten motto sometimes seems to be lay waste first and let the gods sort it out.  Finally, the most secretive order is known as the Shadow Fist.  These are no bold knights.  These are knights of shadows.  A holy order of assassins, to be frank, this order is the hit squad of the Crusader.  The Shadow Fist does not act with imperial sanction (the Emperor has his own agency for dealing with things quietly), and is routinely said to be "just a story" by the followers of the Crusader.  However, a number of imperial officials, found to be consorting with the Diabolist (or even directly with those of the Abyss) have been found slain under circumstances indicative of this secret order.  Reports of the deeds of the Fists show that they exhibit the powers of the paladin in executing their missions.

It is said that the Elf Queen patronizes an ancient order of Elvish paladins.  Little is known outside of the Elvish realms of these protectors, though the so called Knights of Concord, may be a branch of this order.

A curious and secretive order is that patronized by the quixotic Faith of All Light.  Because of the low regard in which this ancient religion is held in many parts of the Empire, their few paladins do little to advertise their background.  However, they are known to do just and good deeds throughout the Empire, and often appear in the darkest corners at the right time.  They have been called the Captains of Light by some.  Some say that they are closely allied with the Golden Order, and even that the Golden Order and the Captains of Light evolved as societies from the original Knights and Captains of Orobonos which existed during the time of the Wizard King.

Most glorious among all the orders of paladins is that patronized by our most sacred Priestess.  This young order, formed in the Temple of Righteousness in the great Cathedral of Santa Cora and blessed by the Priestess herself is known as the Shining Order of the Temple of Righteousness of the Cathedral of Santa Cora.  In short, the paladins are known as the Shining Templars.  Though relatively new, these warrior paragons spread the word of the goodness of the Priestess and smite evil wherever it may be found.

Other lesser orders have come and gone throughout the Empire's history, and even lonely shrines and impoverished communities have raised up holy warriors who have taken on the mantle of Paladin.  Their mark on history, however, has been negligible to this scribes reading, and thus bear no mention at this time.

Thursday, November 1, 2012

Inspired by 13th Age: Part Five--Notes: The Faith of All Light and brief information on Demihuman Pantheons

Today I post my fifth and final (for now) post in a series of posts about my brief cosmology and pantheon for the game 13th Age from Pelgrane Press.  The first post can be found here, the second here, the third here and the fourth here.
 
I close with a few notes of further elaboration on my version of the Dragon Empire.  The world is dominated by the religion of the Four Houses.  Woship, however, is by no means uniform.  The deities are remote enough that no one gets a good read on what is the "true" way to worship (or, often enough, two diferent interpretations are both given signs of being "true").  It is a wide mysterious world, and the way an Elf, a Dwarf, a Human, etc. look at the deities often sharply contrast.  Further, faith is often very local, and even personal.  I see villages and families having shrines wherein they venerate, propitiate, or at least acknowledge a broad spectrum of deities from the houses.  Just to throw out ideas, I would say you would find in many homes things that fall into (or between on a continuum) the kind of personal, often ancestor centered shrines, found in China, Japan, Korea and Southeast Asia, or, also, the kind of collection of devotional figurines and amulets found in a Roman home in the family's Lararium.  While game play is often going to simplify questions of religiosity (cleric prays to the gods, gets spells and powers, kicks some holy butt), I want to give the sense of a wider and more mysterious world, and to allow that to possibly fuel some interesting and compelling stories.
 
That being the case, here are some notes to further complicate the neatly defined descriptions left to us by our Journeyman Sage writing about the Four Houses.
 
 
Notes on The Faith of All Light
Orobonos Lord of Life and Keeper of Creation
Hiktharos The All Death

The Faith of All Light holds that there are but two deific forces in the Universe: Orobonos, Lord of Life and Keeper of Creation, and Hiktharos, The All Death.  The Believers in the Light hold that, in the beginning, the Universe held two siblings, one light and one dark, one keeping the house of Life and one the house of Death, and between them they held the power of creation and balanced the Universe.  However, The Void consumed and possessed the dark sibling, and though the light sought to take in all that was good to save the balance, the dark ever held the evil and destruction with which it had been tainted.  The light sibling thus became the sole possessor of what was good and right, whereas before it had been shared.  Then began the eternal struggle between good and evil, Orobonos and the Void possessed sibling, Hiktharos.  In the end of all things, the Void shall be cast out and Orobonos’ lost sibling will be restored.  Until then, all creatures must serve to fight and defy The Void that is Hiktharos.  Believers do not disdain the worshippers of the Four Houses, per se, but they do believe that, in the main, the world is tainted such that most beings only perceive fragments of Orobonos and seek to understand them through the Houses.  Also, many, say the Believers, are led astray by Hiktharos and when they seek to perpetuate Life they are actually giving in to the All Death.  It is dangerous to worship to ardently any of the gods of the Houses, because while each may be a fragment of Orobonos, each also can be tainted by Hiktharos.

The Faith is generally not suppressed, but it is sometimes ridiculed.  There are small temples in hinterlands, and some scattered communities keep to the Faith.  Enclaves can be found in every major city.  The Priestess has surprised many by giving over a small chamber to the Believers in The Cathedral, giving some pause to think that there may be some kind of truth to the Faithful’s strange beliefs.

Notes on the Masks of the Void
Devourer who consumes all; vulgarly called Eater.

Destroyer who bring annihilation; vulgarly called Breaker.

Pain Bringer who delights in torture; vulgarly called Hurter.

Corrupter whose touch taints everything; vulgarly called Friend.

Notes on Some Demi-Human Pantheons

Gods of the Elves
All elves hold five deities in high regard and build their temples to venerate these five patrons.  Though they acknowledge other gods, they typically have little to do with them.  Some Sages have called these the Elven Five.  The Five are:

Urvonobos, called The Absent.  Revered as the Dragon Origin of the World. 
Maya Zo, the Sun Goddess.
Cipanec, Deity of The Wild.
Sendowa, called the Moon.  Revered as a Secret Messenger, and Messenger of Secrets.
Tzendras, the Dark Empress.

High Elves elevate Maya Zo above all.  Wood Elves revere Cipanec before all.  Dark Elves follow the path of Tzendras first.

Gods of the Dwarves
Here are the gods that the Dwarves hold in esteem.  They have little to do with other deities.

Thar, whom they call The Foe Hammer
Raathay, whom they call Earthblood
Khelebeth, whom they call Hearth Mother
Urfestos, whom they call The Forge Captain
Osiahn, whom they call The Brewer
Duronatos, whom they simply call The Mountain
Urvonobos, whom, when they remember the Dragon of Light, they call Master Builder

Gods of the Gnomes

Maya Zo          Sun Mother
Ptahluran         The Beautiful
Bastash            The Fortunate
Osiahn             The Mad
Pillizoro           Joker

Gods of the Haflings
The mysterious Haflings appear mainly to revere the domestic deities, largely Ptahluran,  Khelebeth and Urfestos, but they are sometimes tricksy and always surprising, and usually their house shrines have a wide array of the members of the Four Houses represented.  When a Hafling steps onto the path, one never knows where he or she might end up, and what deity they might call upon.


Thank you for reading.  If you found any of this interesting or useful, please feel free to leave comments.  As the 13th Age team says, Be Legendary.

Thursday, October 25, 2012

Inspired by 13th Age: Part Four--The House of Twilight (Deep Deities and Tricksters)

This is the fourth in a series of posts about a sketch of a cosmology and pantheon for the game 13th Age from Pelgrane Press.  The first post can be found here, the second here and the third here.
The House of Twilight

Duronatos
Titles: Mountain God, The Sky-Earth Bridge, Old Deep Roots, Autumn God, The Miser, Thunderer, Binder of Secrets, Jeweler
13th Age Domains: Lore, Strength
Other Keywords: Artifice, Darkness, Earth, Runes, Skill, Storm, Wealth

Remote, secretive, dangerous, wealthy and powerful: Duranatos is all that and more.  He is highly revered by the Dwarves of the Empire and the line of the Dwarf King is said to descend from him.  His roots reach deep into the underworld, and his realm extends into the Overworld.  His power is respected and feared by all, and both Dwarves and Giants seek to propitiate him.  It is said that he capture the light of Urvonobos to adorn the night sky with stars.  One of his many symbols is the high mountain wreathed in thunderheads and lightning.

Merahnon
Titles: Mistress of Deep Waters, Earth Shaker, Oath Keeper, Revenger, She who gives and takes, Goddess of Speech
13th Age Domains: Beauty, Strength, Vengeance
Other Keywords: Destruction, Law, Ocean, Trade, Travel, Water

Merahnon is another of the deep deities.  She is absolute ruler of the deep waters of the world.  She is radiant beauty in dark water.  A shockwave from her wrath can level cities, swamp islands, end empires.  She oversees customary law, oaths, trade and travel.  Those who violate the law are subject to her revenges.  The wealth of the seas are hers to offer, and the lives and livelihoods of all those who touch water are hers to take.

Sendowa
Titles: Sand Walker, Pathfinder, Gateway to the Deadlands, Messenger, Merchant, Spy, Keeper of the Secret Ways, The Wandering Moon
13th Age Domains: Community, Death, Illusion, Lore
Other Keywords: Change, Magic, Moon, Trade, Travel

The followers of Sendowa prepare the dead for burial.  For many, this service at the end of life is the main community role of Sendowa’s following.  However, Sendowa opens many more doorways that simply sending the dead to their rest and reward (or punishment).  Sendowa is a patron of travelers, traders, heralds and messengers.  Sendowa is an explorer and a trail blazer and a passer of barriers.  Sendowa knows secrets and finds secrets.  While the moon wanders mostly in the night sky, the moon, Sendowa, also creeps into the day at times in the morning and at night.  Wiley are the ways of Sendowa.

Pillizoro
Titles: The Trickster, The Thief, The Shapeshifter, Bright Comet, Dark Raven, Slinking Jakal,The Fool, The Silvertongue
13th Age Domains: Illusion, Trickery
Other Keywords: Chaos, Creation, Darkness, Destruction, Madness

Pillizoro is the Trickster.  (S)he may be brave, or foolish, or malicious, or mad, or all of those things put together.  The tales of Pillizoro often pair her/him with Sendowa on the missions of the gods.  Pillizoro gets them into trouble as much as (s)he gets them out of it.  Still, this jester of creation brought many things to aid the peoples of the world in legendary times, from magical plants, to fire, to even finding the Sun herself and releasing her during the Chaos War’s time of Darkness.  Pillizoro takes many forms and wears many masks.  Seemings, glamours, and practical jokes gone very wrong are all hallmarks of Pillizoro.  A comet in the sky signals the ascendancy of Pillizoro and heralds a time of chaos.


That completes the four houses as worshipped in my version of the Dragon Empire, but I have at least one more post in me on this topic.  While the Four Houses view of the universe dominates the Dragon Empire, an earlier view of things hangs on.  A dualistic view that sees the Four Houses as obscuring illusions to the fundemental nature of cosmic conflict ongoing in the universe.  Also, I have some notes on some demihuman views of the deities of the Four Houses.  So, stay tuned.

Wednesday, October 24, 2012

Inspired by 13th Age: Part Three--The House of Dawn (It's not all sunshine and gumdrops)

This is the third in a series of posts about a sketch of a cosmology and pantheon for the game 13th Age from Pelgrane Press.  The first post can be found here, and the second here.


The House of Dawn

Ilyanara
Titles: Dawn Goddess, Bewitcher, The Cat, The Many-shaped, Tamer of Animals
13th Age Domains: Beauty, Love, Trickery
Other Keywords: Animals, Chaos, Light, Magic

Fickle goddess of the Dawn; she gave the peoples the way to domesticate animals.  She also makes men and women wild with desire.  She favors the cat, but may be found in any form.  Her love feels true, but is too often false.  Though she bathes the morning world in light, she is swimming in darkness to do it.  A beautiful dawn will win your heart, but it will always break when it swiftly leaves you, to charm another the very next day.

Osiahn
Titles: Rain Giver, Grower, Drinker, Rager, Seer and Vintner, Patron of the Spring
13th Age Domains: Life
Other Keywords: Agriculture, Creation, Destruction, Dream, Madness, Water, Weather

Osiahn blesses the world with gentle rain and punishes the world with torrential rain.  He makes crops grow, and especially patronizes the vine and those grains destined for beer and liquor.  He drinks deeply.  He may go mad or drive others so.  He may destroy what he creates, and he may bring renewal through destruction.  He sees the future, and he sometimes drinks to forget what has not yet happened. 

Cipanec
Titles: Patron/Patroness of the Wild, The Pathfinder, Dawn Star, Master/Mistress of the Hunt, Avenger
13th Age Domains: Lore, Protection, Strength, Vengeance
Other Keywords: Animal, Plant, Travel, Wilderness

Cipanec may be the wild child of Osiahn.  (S)he has taken to the wild to husband the plants and animals of the wild lands, be they forests, deserts, grasslands or tundra.  Cipanec may hunt with packs of wild animals, or may be found with bow and spear, silently seeking the greatest monsters in the wild.

Weller
Titles: The Wanderer, The Knight Errant, The Shooting Star
13th Age Domains: Justice, Protection, Strength,
Other Keywords: Courage, Freedom, Travel

Weller is the wandering hero, sometimes compared to Batash from the House of Light.  Weller, however, is no happy-go-lucky sunbeam.  Weller is the serious wanderer, seeking out injustice with purpose.  Weller rights wrongs, steals from the rich to reward the poor, quests to protect the weak.  The weapons of Weller streak across the darkness is bright flame: sword strokes, arrow flights, javelins, lances.  While Batash has wandering feet because he goes where the wind may blow, Weller declines to settle because there are always more injustices to be set to right.  Weller can be grim and hard on enemies and worshippers alike.

(Next, the House of Twilight, a mix of Dark and Light, Deep Deities and Tricksters)

Saturday, October 20, 2012

Inspired by 13th Age: Part Two--The House of Shadow (Dark Gods for Dark Business)

This is the second in a series of posts about a sketch of a cosmology and pantheon for the game 13th Age from Pelgrane Press.  The first post can be found here.


The House of Shadow
NB: The House of Shadow contains all of life’s dark impulses.  The deities expect much of their worshippers, and blood sacrifice is often the least that is expected.  No mortal invokes the Dark Gods without paying a price.


Tzendras
Titles:Dark Empress/Emperor, The Night Wind, Mistress/Master of Shadows, The Dark Reflection
13th Age Domains: Leadership, Protection Strength, Trickery
Other Keywords: Darkness, Magic, Nobility

Tzendras is often said to be the sibling of Urvanobos, though (S)he is  rarely portrayed as a dragon.  Tzendras rewards the impulse to dominate and control.  (S)he is the iron fist that demands obedience.  (S)he may reward the obedient, and pestilence, pain and misfortune will be directed against the disobendient.  All that magic may touch, Tzendras may command.  Tzendras is propitiated throughout the Empire, turned to in desperate times, but never loved.

Thar
Titles: Storm of the Underworld, Smiter of Demonkind, Hammer of the Gods
13th Age Domains: Strength, Vengeance, War
Other Keywords: Destruction, Storm, Strife

Thar is the terror of the underworld.  Thar is a brutal, raging berseker of a deity, ready to fight anyone and anything, but especially demons.  He is a necessary evil to the Empire.  As long as his force is directed at the enemies of the empire, his influence can have a positive effect on the lives of the citizens.  When his protection has been unnecessary, the strife and discord that is Thar has turned inward and torn the Empire apart in Age after Age, often lead by Orcs and Half-Orcs.  For now, the demons occupy him and the Crusader is his first worshipper.

Mikthanos
Titles: Trumpeter of the Underworld, Judge of the Dead, Keeper of the Law, Herald of the End Times
13th Age Domains:  Death, Lore
Other Keywords: Darkness, Fate, Law
Mikthanos judges and keeps the dead.  The land of death is his.  The sound of his trumpet can shake the Empire and herald the end of an Age.  He keeps the law, but neither justice nor mercy are in his vocabulary.  If human souls may be judged harshly, there he but trifles compared to the punishment he meets out to the demons and demon-touched who come under his domain.

Therkat
Titles: Goddess of Endings, Witch Goddess, The Poisoner, The Blight, Goddess of the Dark Moon, The Shadow Beauty/Hag
13th Age Domains: Death, Healing, Illusion, Lore
Other Keywords: Earth, Illness, Magic, Poison

Therkat is skilled at the art of death.  She wears many guises, many masks.  She may be a beauty, or a hag.  The dead of night is hers.  Beware the crossroads on the night of no moon.  Her intimacy with poison and disease also gives her the knowledge to cure and heal, for a price.  Many seek her lore, but all but the most depraved or most desperate shun her dark embrace.

Raathay
Titles: Demon Killer, The Jealous, Volcano Goddess, Mistress of Pain/Pleasure, Wild Destroyer
13th Age Domains: Anti-Undead, Beauty, Destruction, Healing
Other Keywords: Earth, Fertility, Fire, Purification, Torment, Wealth

Raathay is sometimes the consort of Thar.  She is the great Demon killer.  While Thar is the terror of gods, men and demons, Raathay dances on the bodies of Demon-Lords while stringing their teeth and digits as necklaces, bracelets, armlets and ankle chains.  She vomits forth lava and her teeth are obsidian fangs, her nails are razor sharp diamonds.  Her dance carries forth destruction, but leaves behind fertile ground, purified of the taint of the Void (though often of any other living things as well . . .).  When she drops her monstrous visage, she is the greatest beauty of the underworld.  No lesser creature can resist her charms.  No mere mortal can survive her embrace.  No one loves her that does not seek pleasure, but courts torment.

Thursday, October 18, 2012

Inspired by 13th Age: Part One--The House of Light

I have been inspired recently by the forthcoming 13th Age game from Pelgrane Press and produced by Rob Heinsoo, Jonathan Tweet, Lee Moyer and Aaron McConnell.  Others have done a fine job of praising the rule set and the setting, and I won’t repeat that here.  What I will say is that my take away from reading the pre-release version is that it is like playing a home-brew game of Dungeons and Dragons where the guys doing the brewing are masters of the craft.  They have been and the tables running games for decades, and they have decided to publish ideas and advice to make a D20 D&D like experience incredibly fun and exciting.

I really want to play this game.

Another great thing about the “home brew” aesthetic of 13th Age is the open encouragement to make the game your own.  They offer a fantastic setting, defining it with the most powerful and important NPCs (the Icons), but provide enough wide open spaces on the map, that a game master (GM) can fill anything he or she desires within the broad strokes of the world.  It is a terrific model and the designers really know what kinds of things serve as hooks for GMs to build fantastic adventures and stories to own this world.

One thing that they leave wide open is the religion of the Dragon Empire of the 13th Age.  Keeping with their design philosophy, they provide some guidelines, but don’t sweat the details.  Although they too are fans of one of my favorite fantasy worlds, Glorantha (which as they point out, is really tied to its gods and cosmology), they don’t want to freight the Dragon Empire with a master’s thesis worth of history and theology (let alone a doctoral dissertation), when how the religions, gods and pantheons may play in the world is really a choice they want to leave to the group playing at the table.

I think that wise.

However, appreciating the freedom that they provide me, I have conceived for myself and my (hopefully) future game a thumbnail cosmology and a set of gods to give some religious and spiritual depth to my portrayal of the Dragon Empire.  This is definitely a do it yourself pantheon, and I put this out as purely an exercise for my own flabby creative muscles.  These gods are inspired by every piece of mythology, game play and fantasy literature that I have consumed since about the age of 10.  They are a bric-a-brac of themes and ideas, but, I believe that they are in keeping with the thought suggested by the 13th Age text that the gods may have been pulled into the world of 13th Age over vast amounts of time from all parts of the cosmos and multiverse, such that anything and everything may have washed up on the proverbial shore.

In my game, clerics may act under the patronage of a particular deity, a house of deities, or may act for the whole pantheon.  Different parts of the Empire, different racial and ethnic groups, and even different communities emphasize different deities, but all are acknowledged by the majority of the Empire’s population.  A small minority maintains a much older dualistic faith which I will discuss at the end.  Monsters and other bad guys are worshippers of Demons (and perhaps Devils, depending on how they turn out in 13 True Ways).

Before I give the (very) brief cosmological chronology of my version of the world of 13th Age, let me say something about my deity write-ups.  13th Age has (at least for now) a limited number of clerical “domains” that provide game effects for being affiliated with them.  I am providing that association in my description of various gods in my pantheon, since they tie directly to game effects.  I am also giving some secondary “keywords” not with any specific game effect (at least not now) to provide flavor and story hooks.  There will also be some descriptive text that is not tied specifically to the domains.  Together, I hope the information provides enough to do something interesting with these beings and their socio-religious functions, but not so much to weigh things down.  I am very open to comments, but bear in mind this is both a draft and a work in progress.

The Houses of Heaven and Hell
A précis on the celestial and infernal powers by a journeyman sage of the imperial court

In the beginning there was the Void.  Into this vast nothingness, there came an idea and that idea became a Being.  In that instant, the Being shone forth and proved to be a Dragon of pure light and thought.  It pushed back the Void and made Creation possible.  With Creation came the first cycle, and two Houses came into existence: the House of Life and the House of Death.  Between the two Houses, crept in the Void, seeking to Consume, Taint, Torture and Annihilate the two Houses.  Great was the strife and discord.  This was the Chaos War and sometimes all fought against all.  The land, the sky, the stars, the underworld, the waters, all were riven, wracked and maimed.

In the end, the two Houses were no more.  Some believe only one House remained, but others know that four new Houses succeeded and time began.  It was the Lost Agewhich ended with the ascent of the Wizard King.  Other Ages of Wizardry passed before the glorious Dragon Emperor threw down the Wizard King, and the many prosperous Ages of the Dragon Empire came into being.  During this time it is said that gods and goddesses came and went from the four Houses.  Who can know?

Now, the four Houses all find honor in the Dragon Empire, their names are The House of Light, The House of Shadow, The House of Dawn and the House of Twilight.  Together they keep at bay the Void and those dread things that would end creation, like the Demons.  The makeup of each House is written below.

The Four Houses

The House of Light

Urvonobos
Titles: Dragon of Light; Creatrix/Creator of the Universe; Distant Guardian
13th Age Domains: Justice, Knowledge, Life
Other Keywords: Animal, Balance, Celestial, Creation, Light

Urvonobos is almost universally acknowledged as the creatrix/creator of the universe and the first among the gods, however, (s)he is little worshiped and generally is simply “honored” in most religious places.  There is a full temple to the Dragon of Light on Santa Cora and the Emperor has a personal shrine in Axis.  The followers of the Great Gold Wyrm honor absent Urvonobos as the progenitor of their absent liege.  Urvonobos is often portrayed as a dragon with multihued scales of metallic and prismatic colors.

Maya Zo
Titles: Sun Goddess, The Wise, Mistress of the Arts, Great Healer, The Sun Spear
13th Age Domains: Healing, Knowledge, Leadership, Strength, Sun
Other Keywords: Civilization, Courage

Great goddess of civilization, she helps build and protect towns, cities and the Empire, filling them with life, light and beauty.  The spear is one of her symbols.

Ptahluran
Titles: Bright Sky, Growing Green Field, Golden Grain Stalk, the Headman/Headwoman, Patron of Summer
13th Age Domains: Beauty, Community, Protection
Other Keywords: Agriculture, Air, Fertility

Ptahluran oversees the good things on the earth and protects them from his/her sky realms.  (S)he oversees the fields, the villages, country life, and community.  (S)he is the leader who gets his/her hands dirty to accomplish things.  Not a King or Queen, but a village Headwoman/man.  People in the prime of life are under his/her eye.  In the vast cities of the Empire Ptahluran can still be found watching over people’s kitchen gardens and binding together neighborhoods.  The cornucopia is one of her symbols.

Khal Edain
Titles: The Knight of Stars, Light in the Darkness, Shield of the Faithful, Lightbearer
13th Age Domains: Anti-Undead, Justice, Leadership, Protection Strength
Other Keywords: Competition, Courage, Glory, Nobility, Skill

The Knights of Khal Edain protect all that is right and good in the land.  In darkness, look to the stars for courage.  In daylight fear no powers of Darkness neither the Void for Khal Edain is your strong shield and your bright sword.

Khelebeth
Titles: Tender of the hearth fire, singer of songs, comforter of the weak and the sick, patron of marriage and family, The Kindler
13th Age Domains: Community, Healing, Love
Other Keywords: Family, Fire, Fertility, Hope

Khelebeth is the kindly goddess.  She is hearth mother, matriarch, faithful lover, wise woman.  From her springs every small miracle.

Urfestos
Titles: The Smith, Word Forger, Cauldron of Poesy, Maker of Useful Things, The Clever, The Skilled
13th Age Domains: Leadership, Lore, Strength
Other Keywords: Artifice, Earth , Fire, Luck, Runes, Skill

Urfestos is the husband of the kindly goddess, Khelebeth.  He is the gruff worker, the skilled craftsman, the smith, the poet, the speaker of plain truth.  Dwarvenkind honor him deeply, but see him differently than the human communities of the Empire.  He is the foreman, the weaponsmith, the jeweler, the finder of Earth’s treasures.

Batash
Titles: The Lucky, The Young, The wandering daughter/son, The Sunbeam, The Fortunate, Hopeful
13th Age Domains: Illusion, Protection,
Other Keywords: Change, Competition, Freedom, Hope, Light, Luck, Travel

Batash is known as the child of Khelebeth and Urfestos in most of the Empire.  (S)he is the prodigal child, leaving the village for fame, fortune, or desperate need.  (S)he is the hero of happenstance or necessity, but not a seeker of honor, glory or complicated ambition.  Batash is the girl sleeping in the cinders or the boy climbing a bean stalk:  charming, changeable, free and very lucky.

Next time: The House of Shadow (Dark Gods for Dark Business)