Showing posts with label Religion/Gods. Show all posts
Showing posts with label Religion/Gods. Show all posts

Wednesday, May 18, 2016

SUN COUNTRY

But Dungeon S., I Hear You Cry, What Are the Sun Countries Like?

Several Male Warrior-Slaves Survey the Land

Sun Country is a land far away, to the other side of the Animal Lands.  There, the Sunfolk sacrifice to Azi Dahaka, terrible Sky-God of Horses and Serpents.  They are a rigidly matriarchal and theocratic society, where non-noble non-women are considered chattel.  The men and other slaves are forced to build many pyramids to honor a vast, intricate hierarchy of celestial beings.
You can swap the genders if you want, it doesn't matter.  If the women are in charge, they make the men grow absurdly long beards which are chained to their feet.  If the men are in charge, they make the women grow long hair filled with clinking trinkets so they can't sneak away.  If a different gender is in charge they lord it over everybody else.

The horses of that land are tawny-haired and renowned for their ability to stare into the sun for many hours without blinking.  The Princess of Horses lives in Sun Country, and is much feared for her venomous tongue, and for intentionally setting brushfires.

Do Not Fuck With the Princess of Horses


The Sunfolk are known for their fearsome Hoplites, who wear thick armor of gold and bronze.  They are among the most disciplined and tireless killers in the World.  They gain power from the sun, and are nearly impossible to dislodge while the sun gleams on their broad shoulders.

The Sunfolk despise the free-wheeling Animal Tribes, and consider them subhuman.  The lowly tuber - symbol of Nomad independence - is reviled and scorned in the Country of the Sun.  Corn, obviously, is the staple crop of the Sunfolk.  Potato-eaters are rounded up by the state police, secretly tried, and publicly killed.  This is considered necessary to protect the state from sedition and sabotage - slaves are, after all, cheap and readily replenished in war.  Death is the only punishment in Sun Country, but it comes in 1,000 different rigidly-proscribed forms.

Sunfolk are copper-skinned and robust, considered handsome by most other tribes.  Their temperament is sanguine.  The men are stoutly-muscled, and the women buxom.  Their hair is bright red-gold.  Free people shave their heads, that the sun may better shine on them and fill them with power.  Hats are unknown.  The men generally grow elaborate beards.


Thursday, October 3, 2013

the GREAT CATACLYSM & the UNDERWORLD

It's tough to write about the Great Cataclysm.
For one thing, it's technically still happening.  Adventures in Kos are the story of the ongoing defunction of a once-grand and noble people.  The other reason is, the Cataclysm affected physical, universal laws (such as time, causation and correlation, chemistry, physics, genetics, etc).  Therefore, it is difficult to describe.
For example: in some places, the Great Cataclysm is still happening.  It happened hours ago.  The dead rose from their graves.  The oceans turned to shrieking squalls of red blood as the mountains shattered.
Poets, drug addicts and evangelists went insane by the thousands.  Every apocalyptic prophecy turned out to be true simultaneously.  The men and women of those places are still fighting the war.
In other places, the Cataclysm happened 40 or 50 years ago.  Pre-Cataclysmic technology is considered magical, and effectively is.  Man has descended to a primitive state, little better than apes.
In yet other places, the Cataclysm was generations ago. Civilizations are beginning to rise, resembling the old ones in some ways but substantially different in others.
In still other places, the ancient monuments have dwindled long to lonely marble mounds.  The dust that once composed them is carried by wind and wave to place unrecognizable by inhabitants of the forgotten former world.
Pre-Cataclysmic knowledge is largely mythical.  "Sorcery" is simply a method of manipulating the illogical physics which compose this brave new realm, like a programmer hacking a computer.  Bizarre and competitive new species have arisen, seriously challenging the future existence of mankind.

Most of Kos, as written it so far, takes place in one or two of the latter categories.  The town of Pilgrim's Passing occupies a relatively neutral area, as does the majority of the Kos River Basin and the surrounding Wildwoods, Lands of Woe, and Harshwater on the West Side of the River.
However, Thrundunmun exists in such a situation that the Cataclysm is still taking place, and will do so forever in this place.
SUPPLEMENTAL NOTE:
"I have developed a habit where I simply lie in my bunk at night.  I'm not the only one who does, but I go in early.  I lie and I look at the ceiling and I picture it as the sky.  And I look at the stars that you see when you close your eyes, and imagine they are the stars, and I am looking at the sky, which we can no longer see. When I do this, I wonder if, in all of the coincidences that happen in the world, maybe you will be closing your eyes and doing the same thing, and looking at the stars inside your eyelids too, and - I know it makes no sense - somehow it will be like you and I are looking at real stars together again.  And so I go in early, to increase the odds it'll be at the same time.  I do it alot, actually; we don't sleep much any more.  There's not much time between attacks and other things that occupy the days which have no sunrise.
It's temporary, though, like everything.  The pain and fatigue are just temporary sensations.
It'll end, and it will seem like it wasn't that long ago, when we're together again."
Letter carried by Red Courier.  Delivered to a location which was found to have been abandoned.  Letter remanded to Secretary General of the Red Knights, Thrundunmunn.
 Nort B. Unthbe, 33rd Red Light Legion"

One area is in fact actually the rotting carcass of an incarnate being of physical decay, which occupies a space the size of a peninsula (such as Cape Cod or Cornwall).
Other areas are actually infinite.  The Endless Mountains, as far as can be ascertained via both experiment and magic, have no physical endpoint.  Neither does the 7th Desert of the 7 Deserts.
Nor the South-Land Sea, to the South.  The Eastern Mountain Country is poisonous to body and mind and thus considered forever unknown and unknowable

In an area like Pilgrim's Passing, the land called "Kos" is actually the area once occupied by a nation called the Kingdom of Kos, now shattered and irrevocable.  The few poor survivors of the disasters and the predations of savage new inhuman inhabitants must now contend with a vastly different world.  They are a hard people. Items and knowledge from before the Cataclysm are hoarded by the very powerful.  "Magic", (understood as the language and culture of the Pre-Cataclysmic People) is in the infancy of understanding, and largely misapplied (with disastrous consequences).
People receive rare reports from other communities but far-off lands are a mystery.  Yet, new religions have arisen from foreign lands to confront the ancient Kossick deities.  The barrens and even the roads have fallen into serious disrepair and are flocked with brigands, lunatics, witches, hungry beasts and monsters of all description.  They are not untraveled, but Merchants and other adventurers are often considered brave to the point of dangerous lunacy.
And yet, even as the White Mounds of the First Age wither into dust, there is yet no end.  The society of Kos will continue to slip away, forever, always leaving tantalizing pieces but growing farther every year. This is the true Curse of the Great Cataclysm: it made itself permanent, except in the ways that the players change it.  Those are not only permanent, but often permanent to all other players of Kos, and all interpretations of Kos, as long as I am the Dungeon Master.

In Pilgrim's Passing, the standard starting town, most people don't know this.  Most people don't figure stuff like this out until they've raided a few dungeons.




THE UNDERWORLD
The Underworld is literally the place underneath the world.  It is a Hell, populated by montrously otherworldly beings and the severely insane.  The Underworld is easy to find - go to the deepest place you know, and keep going down.  In the Deep Dark, everything drips downwards - all of the evil, all of the liquid, all of the corpses, all of the hunger, all of the treasure, all of the strongest and blackest.  At the bottom is the Grey Sea.  The Grey Sea is where the Unworthy go when they die.  It is a sea
made of their souls.  It can be navigated and traveled, by certain measures.  The places it leads to are terrible, and sometimes the terrible things in these places are able to get the World In Which We Live.  These are called "Bleed-Throughs", "Intrusions", "Demons", "Spirits", "Sandestins", etc.  They have a connection to the world of Death (they are always its vessels, unwitting or otherwise), and spread It everywhere they go.  Some take on human flesh as a vessel; others exist invisible to most eyes, and still others take on bizarre shapes of their own devising and understanding.  Some used to be human.  Some philosophers conjecture that it is these creatures who, in fact, rule the Underworld.  This may be.  The only way to escape the Grey Sea and the Underworld is to die in an interesting way - in which case, Adventurers (who are heroes by virtue of occupation - they always die in an interesting way) ascend to the Hall of Heroes*


*Which takes the form of a piece of notebook paper with the name of the dead character written large in crayon, with the method of their death and perhaps a few details or fond memories.  Occasionally they are adorned with extra distinguishment or salient comments from former comrades.  It is whispered that sometimes, those characters can even be contacted through certain complicated spells.
The piece of paper is kept tacked to the wall of the room where we play D&D

Tuesday, March 19, 2013

a few notes on the GOD KOS


KOS NOTES

Kos is the god of Stoicism.  He teaches people to work to change the world around them a little at a time.  He is a River God.
In good years, he will flood at the right time and the Red Wheat will grow healthily for the year to come.
In poor years, he will flood too early or too late, or spread too thinly causing drought, or spread too thick and cause destruction.
He is said to have strange Elfin maidens who control the floodgate of the Great River Kos which leads to the Conduit of the Great Glacier.
The King of Kos was once the incarnate representative of Kos on Earth.  Now, the King is dead (or missing).
Nobody knows if Kos is dead or not.  He may or may not have caused the Great Cataclysm.


RITUALS
the symbolic drowning
the true drowning
the serpent's bond
the salmon's pilgrimage
the wolf does not speak
the dog owns nothing
the praise of the nautili
the praise of the great pike
cenobitism
the stoic's burden
the gauntlet is thrown
the blood and the water
the death of the faun

PRIESTLY ORDERS

Hermitic Wanderers
Drowned Ones
Fig-Drinkers
Spring-Steps
Battle Chaplains
Menders



The Ancient Keepr of the Temple of Ghosts at the City of Par-Kos-Now-Ruined possesses the Ghost Sword.  The Ghost Sword will make a man mighty, if it is his destiny.

There are 4 other ACCOUTREMENTS of KOS.  Legends say whoever collects all 5 will re-unite the Shattered Land of Kos and become the new King.
THE MAGIC THRONE, upon which only the king can sit, and which does other cool stuff too.  Said to be located at the TOWER at PAR-OSS, once the King's favorite vacation spot
THE MAGIC MIRROR, which always reflects what is true.  said to be possessed by the Wolf-Lord of Ar-Arak
THE MAGIC JEWEL, which heals any wound.  Location unknown.  The Royal Dragon might know more, or perhaps Agni, Ring-Giver and Fire-God, who lives in south-eastern Kos, or perhaps the Trader Jon Mith, who always travels and knows many esoteric legends
THE MAGIC MASK, which always foils a traitor.  said to be possessed by one of the Drunken Lords of Loe

Barbarian Gods (western)


BARBARIAN GODS (western)




WAHU, Who Administers the Sacred Cut
Taught mankind the Peaceful Cut, which allows animals to die without pain and sends them to the good afterlife.
Teaches men to survive and fulfill the circle of life or whatever.  gives men moral guidance in life.  renders the meat of the animal.
guides animals and men into death.  Promises that Heroes shall never die.  Teaches men warfare.  priests are spiritual leaders / social psychiatrists and preside over many important functions of hunter-gatherer society
Epithets: Gentle One, Found-Child, Peaceful Slayer, Butcher-God


BONE-SMITH GOD, the Sculptor of Corpses
Processes the dead animal to make tools.  Melts hooves & bones for glue.  Uses feathers for fletching.  Uses bones as needles or arrowheads.
Tans and sews hides.  Makes bowstrings from guts.  Makes thread from hair.  Renders dead trees into timber and charcoal.  Renders the Earth's bones
into knives and other tools.  mastered fire and invented art, weapons and traps.
Works with Wahu to ensure nothing goes to waste.  Guides dead animals to the afterlife.  priests are craftsmen; better craftmanship = more favor, but they are viewed as creepy corpse-handlers by some.  Sometimes said to be an aspect of the
Iron Lord
Epithets: Great Renderer, Skinner-God, Old Bones, Rattler


DOG-FRIEND, Who Guards the Herd
Simple god who is friend to gentle animals.  Protects the herd and also disciplines them.  He & Wahu are allies.
Guards the spirits of animals on their way to and from the afterlife.  Chases Sun-Elk across the sky and eats her at night.
Then he regrets it and howls at the moon til she is re-incarnated the next morning.
Priests are intelligent dogs or dog-trainers or people who love dogs.  this cult is mostly popular amongst the Dog Folk Tribe and is considered subsidiary by all other Animal Nomad Folk
Epithets: Brother-Dog


MOTHER DARKNESS
Friends: None. Primordial goddess.  Lives in the dark places of the Earth and between the stars.  Ally of creatures which prefer
darkness.  Teaches witchcraft, shape-changing, how to stay hidden and contact spirits.  Some say all will return to her one day


GRANDFATHER MORTALITY, Who Judges the Dead
The first man, and also the first to die.  Sun-Elk licked him from the ice. Mated with Mother Darkness and so produced the human race.
Resides in the afterworld and judges men according to their deeds.  Jealous of the living.
Epithets: Flesh-Man


SUN-ELK
the first animal, a cow with nourishing teats who also carries the sun in her antlers.  she licked Grandfather Mortality from the Primordial Ice.
Nourishes the world with her milk.


The MOUNTAIN that WALKS
Primordial being of the earth, mountains, and ice.  he is currently deep in slumber, and has been for eons.
it is said that in ancient times, he mated with the Sky-Serpent to produce the World.
Said to resemble a furry mountain with immeasurably large tusks and gaping caverns for eyes
worshipped by mountain animals and the Wild Polar Tribesmen.  prophecies say that one day he will come out of the North
to crush all before him and freeze the seas, ushering in a new ice age.  his worshipers despise technology, and most humans.
Sometimes considered foremost among the SULLEN GODS of the NORTHMEN


BULL-GOD is also worshiped in the WESTERN BARBARIAN LANDS of PARAX


STAG-LORD, God of the Forest
Stag-Lord lives in the Wildwood.  He teaches human worshipers mastery of the bow, and encourages them to hunt other men.
He hates humans who deface the forest and wishes to see them brutally slaughtered.
his antlers are wide and his arrows drip with human blood.
Wild forest animals obey his call.
there are some Pygmy-Tribesmen who worship this red-tooth'd god, and a few others here and there in the isolated forests of BARBARIAN PARAX, in the WEST