Friday, July 17, 2026

Entering the Underworld

Photo by Ben Skála, Benfoto

The Underworld can be entered from several locations. When you reach the back of any of these caves, you may invoke the hidden name of the lord of that realm and request entry to his domain, or force open the passage with a common opening spell.  Despite the increased danger of invoking a powerful spirit, it is recommended that you take this route, as it informs the lord of your entry into his realm. Do not go without a weapon but leave it sheathed unless a need arises.

The first tunnels you will find are mostly stairways. You may see offshoot passages from these stairways but do not take them. Fell creatures lurk here and there is little power, knowledge or wealth to be gained in their dwellings. You are best never to stray from a single purpose when walking in the lands of the dead. Should you become distracted it is much easier to become lost, and the lost do not return.

Avert your gaze from any passing spirits you may see including any flashes of the souls being brought to the river and the one who brings them there. Should a wicked beast confront you, create a powerful light to drive it off. Do not leave such lights active as your presence in these lands should be known by few.

Do not sing, speak loudly, or laugh. These sounds may drive the dead into a frenzy.

Do not eat or drink anything you did not bring with you.

Orpheus speaking to Hades surrounded by a crowd
Henryk Siemiradzki
When you come to the first river, give payment to the ferryman and he will take you across safely. He may be less agreeable on the return trip but if you have the good will of his lord he will take you.

Beyond the first river the specifics of navigation cannot be conveyed by mortal language or recalled by the living mind. If you come across a land of paradise do not linger and avert your gaze from its wonders. You do not belong there. Remember your purpose and continue onward. If you come across other rivers do not follow them, but cross if you must.

Should you come to petition to the Lord or Lady of the dead, speak softly and make your request briefly. Avert your gaze and bow when greeting them but do not grovel any longer than that.

Sunday, July 5, 2026

Bandwagon: Orpheus

I call upon my fellow RPG bloggers to produce Orpheus themed texts during the time of July 17th to July 24th.  During this time I hope to see several posts inspired by the great poet and prophet.

Ancient mosaic of Orpheus surrounded by animals

Some Post Inspirations:

Orpheus and Eurydice
Orphism
Orphic Hymns
Katabasis
Jason and the Argonauts
Argo
The Dionysian Mysteries
The Underworld
Orphism (Modern Art Movement)
Orpheus Mosaics
Hadestown
Zagreus
Derveni Papyrus
Ananke

Friday, July 3, 2026

Starsigns of the Imperial Subjects

Time in the Empire is measured in Annums (revolutions of the Mother around the local star), Starsigns (There are 10 per Annum) and Orbits (revolutions of the moon Spatha around the unseen Mother).  The starsign that a Mere hatches under determines much of their personality and abilities.  The time of hatching is extremely random and those of the upper classes have been unable to make their offspring hatch more consistently under the more auspicious signs.   Each sign is named after a creature thought to resemble the constellation.  

Psywurm - Psywurms are dragons who live in the seas surrounding the Continent and can fly through the skies.  The Psywurm sign is often considered the most revered and dignified of starsigns.  Those of this sign can move objects up to twice their weight with psychic magic.   

Shellback - Shellbacks are gigantic shelled creatures who spend half the Annum in the sea and half sunning on the shores of the Continent.  Those born under this sign injure at 12 damage.  

Sprillan - Sprillan are four eyed tree-dwellers that can see into the future.  Those of the Sprillan sign can glimpse up to 20 seconds into a possible future once per Orbit.  

Grulkan - Grulkan are big hairy creatures of unusual strength and endurance.  They are typically calm but become berserk when provoked.  

Gosterbeak - Gosterbeaks are long legged creatures whose wings allow them to run at an incredible pace and safely glide down small cliffs.

Nebis - Nebis are long tailed seabirds who grab fish with their tails while flying.  

Lattu - Lattu are round amphibious creatures who dwell in the Great Acid Sea and come out in great numbers during Alkahest Storms to hunt and destroy property.  Those of this sign heal 2 damage during each night of rest.  

Lyree - Lyree are an extradimensional creature which can be summoned by those of the Lyree sign.  They are perfect hunting predators with long powerful clawed arms and a razor sharp crested horn on their heads.  They are psychically linked when summoned and the summoning Mere goes completely unconscious when doing so.  Lyree can be summoned with a successful Might check, which is made at advantage during the Lyree Sign.

Virmoot - Virmoot are small furry rodents who dwell in cesspools and sewers.

Skual - Are psychic bloodsucking parasites that leech on larger creatures in the night.  Those of this sign can read minds and make themselves psychically invisible but only for 1D10 minutes after consuming the blood of a creature of the same species they are manipulating.  Skual-Signed Mere are distrusted and often pretend to be of another sign.  

When making a character roll D10 to determine Starsign:
10      Psywurm
9        
Shellback
8        Sprillan
7        Grulkan
6        Gosterbeak
5        
Nebis
4        Lattu
3        Lyree
2        Virmoot
1        Skual

Subjects of the Divine Emperor

Mere are bluish gobliny folk sometimes capable of psychic magic.   They live on a moon orbiting a gas giant.  

All Mere are subjects of the Divine Emperor, and dwell on the Continent, a landmass at the center of the exterior hemisphere.  The Empire has 10 classes into which all subjects are sorted from the time before they are hatched.  To place an egg in an incorrect hatchery is a crime punishable by immediate death.  

Each class has specific obligations and privileges.  Companies of adventurers are always led by their highest classed member.  Being in the company of one of a higher class elevates status within your class but never above one of a higher class.  

Hierophants are the speakers of the divine will of the Mother and all other gods, and governors of the empire.  They have the highest of privileges and responsibilities.  Only Hierophants may serve upon the senate and the Emperor is the chief among the Hierophants.   Hierophants are obligated to graciously accept praise from the lower classes.  

Knowers are the collectors of knowledge.  They record all things and their wisdom and knowledge are unquestioned.  Knowers are expected to provide answers to all those who ask them questions.  When a Knower speaks a truth it may not be contested by any present except another Knower, for they know all things and do not lie.  

Astrologers interpret the movements of the astral bodies and make predictions of the future.  Astrologers are required to make offerings to the planet their moon orbits before asking questions of the astral bodies.  Astrologers have the right of free access to all observatories in the Empire.  

Magistrates dispense justice and carry out the will of the Divine Emperor.  Magistrates are forbidden from enjoying themselves in any way and may only smile if it serves an important purpose to their divinely ordained goals.  It is their right and duty to bestow any justice they deem necessary to any of a lower class than themselves and all villages of less than 500 are required to provide them with their finest available armor.  

Healers are trained from hatching in knowledge of potions, salves and anatomy.  Healers are not required to provide free healing to any but may not willingly harm another Mere.  

Merchants are trusted sellers of wares.  They are forbidden from lying and may never be charged road or bridge tolls within the Empire.  

Slayers are trained from hatching in all the arts of killing and murder.  They may kill any of a class lower than Magistrates without legal consequence but must burn the bodies of all they kill while singing a sacred song only taught at their Slayer school.

Herders are the farmers and villagers of the Empire who own Gosterbeaks or Grulkan.  They are free to roam anywhere in the Empire where grasses grow, but must provide a jug of milk or salted meat in exchange for a hand sized box of sweetrocks or a well made, unworn piece of clothing.  

Marauders make up the bulk of the empire's armies as well as many of its gladiators, farmhands, pirates, sailors, mercenaries, and miners.  Their obligation is to provide help to other Marauders in need.

Scallawags are the lowest of the Mere and have no class responsibilities or benefits.  Unlike other classes (who are all hatched to their class), any who do not uphold the responsibilities of their class can become Scallawags but it is extremely rare for any above Marauders to do so.

When creating a character roll D% to determine class:
97-99    Heirophant
92-96    Knower
85-91    Astrologer
78-84    Magistrate
74-77    Healer
63-73    Merchant
57-62    Slayer
35-56    Herder
13-35    Marauder
0-13      Scallawag