Monday, September 9, 2024

9 Truths of Neurim

Consider this a reboot of the Neurim Primer.

1. The Sun Never Sets

The sun is always in the sky, and the land is ever bathed in its white light and warmth. The sun is dim, and Neurim's moons are visible in the sky (like the sun, the white moon Corhael and the red moon Mara take permanent residences in the sky, while the gene moon Astla orbits once every day and is how people on Neurim track time). The sun only sets if you travel far, and when it sets the land becomes dark and cold.

2. Bocathia Was Great

The Bocathian Empire was the greatest in this or any age, an immense magi-tech powered nation that spanned the globe. They succumbed to Plague, withered and rotted away in their own decadence, and their ruins litter the land.

3. The Zetterites Have Their Hands in Everything

For 600 years, the Zetterite Empire have spread their laws and church over all of the sunlit surface of Neurim, spreading far past the point their logistics allow. Every nation on Neurim either submits to the Empire, or has made long standing agreements for peace. The Zetterites have kidnapped hundreds of gods, and most have no opportunity to worship except in Zetterite built listening rooms.

4. The Zetterite Empire is on the Verge of Collapse

The Empire is beset on all sides. The orctide in the South, the Tahls in the North, the backstabbing Nastrans to the East, the heretic Svoggites in the West. Several decades of war have made the empire weak, and it can no longer afford to assert control over much of its territory.

5. Magic is Dying, Alchemy is Surpassing it

True magic died with Bocathia, and what we have now is a weak facsimile. Technology progresses further and further every day, and it's only a matter of time before an alchemist discovers the secrets to efficient engine making.

6. The Second Little War Ravaged the Land

When Balisarius rose from the dead for the second time, he resumed his war against the Empire. This war ravaged much of the Imperial heartland, which has yet to recover a decade later. 

7. The Plague is on the Wind Again

Everyone can tell. Folks come to the High Capitol with a cough in their lungs looking for a cure, but the Plague is no mere unbalancing of the humors. Entire towns on the borderlands wither away, and soon the Plague will reach its tendrils deep into the Empire proper.

8. Folks are Different Nowadays

When Bocathia fell, folks started being born different. Signs, they called them, afflictions of the human form. They can change, as one ages. They modify appearance, and can grant powers. The stout and rock-wise stone signed were first. Then were the red-haired and attuned to magic fair signed. 

9. Bad Things Live in the Dark

Where there is no sunlight, terrible things lurk and dwell, twisted monstrosities rise up from the shadows. Everbright lanterns mark roads through dense forests and valley paths wreathed in eternal shadows, managed by brave lamplighters.

Sunday, September 8, 2024

Haustoriamancy (For Cairn)

 Magic (the stuff you're thinking of) is a long dead art, practiced only through ancient scrolls and dying magitech. In this age we have haustoriamancy, or if you are of a less educated sort, enchanting.

Enchanters do not make magic items, no +1 swords or rings of protection. No, they bring magical to the mundane to let the mundane perform the impossible. Only in the hands of an enchanter is a torch a bomb, or a rope a binding coil, or a wolf's pelt a snarling beast.

Haustoriamancy is intended to be the primary form of magic in a setting, with more traditional Cairn magic existing, but not intended as a primary source of a character's abilities.

Becoming an Enchanter

Enchanting is a specialized semi-magical technique present in some members of society. For purposes of PC's, it is assumed any PC has the ability to become an enchanter, but lack the training unless granted to them by a background. Training takes 100 silver (silver standard) and several months of dedicated practice.

In addition, a haustoriamancer requires a ley-enchanted item, items with natural magic present inside of them. These items are either ancient relics (made entirely of non-conductive material) or items of deep sentimental value (again, made of non-conductive material). Regardless of what a ley-enchanted item is made of, it acts as a simple weapon (1d6 damage), unless it's a weapon that would do more naturally.

Enchanting

To enchant, a haustoriamancer uses their ley-item to infuse magical energy into an item, with the following restrictions:
  1. Items must be non-conductive. Magic does not like metal.
  2. Items must be a single item. You can enchant a bag filled with dust, but not the dust within the bag.
  3. Items must be solid. Water is not an object, but ice is.
To enchant an item, a huastoriamancer gains 1 fatigue and expends an action (if in combat), and then afterwards can command the item to do something that fits for that item. For example:
  • A candle explodes into a large puddle of slippery wax.
  • A rope attempts to bind someone like a serpent of its own will.
  • A quill writes a message on a paper when a certain trigger is met.
  • A torch shatters into a storm of sharp splinters.
  • A bag of dust explodes into an obscuring cloud.
  • An arrow flies an impossible path.
After performing its duties, an enchanted item crumbles to dust if not destroyed by its action. The effects of these commands are up to interpretation. Creative use of items carries the day.

Enchanting Other Things

Additional training can unlock other possible items for a haustoriamancer to use. Just as learning enchanting, these cost 100 silver (silver standard) and several months of training. In addition, most of them are considered illegal in civilized lands, and will be stated as such.

Familiars and Blood Enchanting

One can create a loyal and intelligent familiar by spreading their blood onto an enchanted doll or other small construct. These familiars can communicate and follow tasks.

One can create more familiars, or larger and more dangerous familiars, but this is considered illegal, as a familiar will attempt to kill its master if it gets the chance. Small, singular familiars simply lack the necessary ability to do so.

Ley-Combat

One can learn to master the power of their ley-enchanted item. Ley-combatants can turn their item into any form of weapon.

Fire

One can learn to enchant flames, allowing them to guide the flame (not command) and increase its size and temperature. As fires are, of course, alive, they have minds of their own and will obey less and less the larger they get. Pyromancy is illegal. 

Wind

Like fire, wind is a obviously alive. Unlike other forms of haustoriamancy, to learn to control the wind you must first bargain with it by climbing onto the highest peak in the region and offering something of great value to the wind (the giants bargained their voices). Once you and the wind reach accord, you cam now bind to breezes and command the wind.

Bones

One can animate the bones of the dead (a complete skeleton is a single object, after all) into unthinking, but utterly devoted thralls. Only capable of simple tasks, such as hauling goods or pointing a spear at something and as effective at those tasks as any animated skeleton would reasonably be. Ossomancy is not necromancy, as you are only animating the bones, not returning them to unlife. Ossomancy is also illegal, but only on moral grounds.

Biomancy

One can manipulate their own blood, organs, and flesh through enchanting like they would any other object. Such options include:
  • Using your intestines like a whip or rope
  • Turning your nails into claws to use as natural weapons or to climb a tree
  • Altering your face and body to be uncrecognizable.
Biomancy takes extreme toll on the body, causing 1d6 points of strength damage after an enchantment is finished. Legends tell of powerful biomancers being able to manipulate the biologoy of other beings, most notably to create the ketch, also known as the worst predator to ever exist. Biomancy is illegal.

Dreams

There is no magic in dreams.

Finding training in oneiromancy is difficult. There are few practitioner, and those who are hunted relentlessly. Oneriomancers can infuse magic into their thoughts to create phantasms of their ideas. These phantasms are real, but only temporarily. These dreams act real, though are obviously made out of thin magenta light, rather than flesh. Dreaming things into existence is extremely taxing mentally, causing 1d6 points of willpower damage. Oneiromancy is extremely illegal.

Monday, September 2, 2024

Simple Freeform Combat: Keywords

I dislike most OSR game combat. This is my attempt to fix that with a simple system that rewards player creativity.

The Basics.

On your turn, you can attack and then do something else, such as move, use an item, or spend a keyword.

Weapons (and other items) have keywords attached to them. These keywords can be used to do cool things based on the word, but after a keyword has been used, it is spent until the party rests in a safe place or a whetstone is used on it.

Example.

Torr, in his conquests of the north, has come face to face with an armored knight as his opponent. Torr is currently using a Longaxe, which has the keywords cleave, sweep, and hack.

On his first turn, Torr attacks and then spends the hack keyword to hack into his opponent, making a second attack.

On his second turn, Torr attacks and then spends the sweep keyword to sweep his axe under his opponent's feet and attempt to trip him.

On his third turn, Torr attacks and spends the cleave keyword to cleave his opponent's shield in half.

On his fourth turn, Torr attacks and kills his opponent.

Ok So How Does it Actually Work?

When you spend a keyword, you can perform an action that would be reasonably described by that word. Attempting to cleave a man in half and attempting to cleave two men with one attack are both reasonable interpretations of the cleave keyword.

This system is inherently a bit cursed by "Mother May I?" syndrome. This is, ultimately, a curse shared by most systems trying to create interesting combat that's simple. You can't provide a pile of rules to make content fun, or it stops being simple, so it becomes the GM's problem. 

I believe there is a simple way to help make this system better: keywords all have an example of a reasonable action. These examples are not the only actions available, but a simple option for new players and GM's to take. For example:

Cleave: Deal damage to a second enemy in weapon range.
Sweep: Enemy saves or is knocked prone.
Hack: Make an additional attack.

Keywords are based on the weapon, with better weapons having access to more keywords. Any given keyword should be equivalent in power to any other keyword, so a weapon with 3 keywords should just be better than one with a single keyword. This makes weapons feel different and does so in a way that is obvious and simple to understand.

Taking It Further

You might be thinking "can we go further?"

Yes. Yes we can.

A mage might have a staff with the keywords fire, smoke, and eruption. These are the mage's spells, and what they do with them is up to them. Now mages and fighters play by the same rules, and quadratic wizard linear fighter isn't an issue.

Maybe a priest gets a gift from their god and gains a keyword rebuke. What does that do? No clue, let them decide. The fighter gets cursed by an obelisk and has horns, gains the keyword horns. Perhaps she can gore someone, or charge with her horns!

The enemies can have keywords! A wolf could have keywords howl and rip, with examples of abilities those could represent for the GM that doesn't want to balance abilities on the fly!

This isn't a fully fledged system, it's an idea that could be made into a fully fledged system. I hope it's somewhere between interesting and inspiring.