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Old 02-28-2013, 08:23 AM   #31
Gold & Appel Inc
 
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Default Re: Bronze-Age city-states and the gifts of their gods

Yq, the Silent Watcher of Yqbal:

A small city situated at a fertile oasis with many freshwater springs clustered closely together on the edge of the vast [X] Desert, Yqbal ("The Place Watched by Yq") is a stopover for many but a destination for few. Yq is known to be a jealous and capricious god, and far fewer desire his attention than receive it.

All Yqballi know the plain, impassive face of Yq. He does not communicate; only stare. No activity seems to interest the god more than others: He will appear (or not) to observe his people chopping onions, making love, praying to him, defecating, or sleeping as his whims take him. Most of them get used to it during childhood, but some go mad, with mild and full-blown Paranoia being particularly common here.

If Yq grants blessings upon any human who sacrifices or prays to him, it is not known. What is known without a doubt is that Yq curses those who leave his city viciously, striking them barren, luckless, or even blind in some cases, with the degree of severity depending mostly upon length of residence. Those who are born in Yq are taught from the time they can understand that, for their own safety, they mustn't ever leave, though some rare few do anyway. Travelers who spend a single night may only stub a toe or become the target of pigeon droppings, but nobody escapes unscathed.

Trade is Yqbal's lifesblood, though its camel-breeders are unparalleled and its craft guilds are also known for holding the secret of producing advanced glass lenses that can be used to see far and acutely.

Yqballi have very little in the way of privacy and nudity taboos, reasoning that, "all stand naked before Yq." Those Yqballi who are not timid basket-cases often cope with the intrusive presence of Yq by embracing a forthrightly outspoken persona, in some cases prone to oversharing. More conservative cultures sometimes find their behavior off-putting.

The government's pretty fast and loose as well, with an elected council of magistrates that settles disputes and punishes crimes against the city. Yq doesn't seem particularly interested in them, and neither are the merchants who are able to run roughshod over what little there is in the way of regulation and taxation. This and physical location are what make Yqbal a trade hub despite lacking a river, so it is a relatively poor city that has many wealthy individuals and a thriving service industry.

Yq is particularly fond of pigeons, and blesses all of them that reside within his domain with Increased Fecundity, Enhanced Dodge +1, and Resistance (Disease) +3. Some believe that he can see through all of their eyes simultaneously, and he seems to enjoy looking at them roughly as much as people. There is a strong cultural taboo against their consumption ("Squab-Eater" is a Social Stigma roughly equivalent to "Barbarian" here) despite a lack of evidence that it draws the god's wrath, but, like most other things, it's not actually illegal here, with the side effects that nobody really ever starves to death in Yqbal and that it has a lot of homeless immigrants for a bronze age culture. Yqballi disagree over whether to see this as a blessing or a curse on them.

Roughly once every year, Yq will descend among his people and attempt to take a lover. He swings about 2/3 hetero. His seduction method is best described as showing up in the object of desire's bedchamber and making suggestive hand gestures. Most fear to resist his advances, though there is no known case of punishment for doing so. There is also no known reward to the partner, either, though the rare children born of this union all possess Danger Sense, the True Sight, and Unnatural Features (Never Blinks). Only one is known to live outside Yqbal - An old man who was struck blind when he left and never speaks of his reasons.

Last edited by Gold & Appel Inc; 03-01-2013 at 01:23 AM.
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Old 02-28-2013, 09:38 AM   #32
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Default Re: Bronze-Age city-states and the gifts of their gods

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Aster-Who-Is-Seen-In-Profile, god of Courage ...
That's beautiful!
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Old 02-28-2013, 10:55 AM   #33
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At the end of the Long Road, high in the mountains that ring the world, stands Marrah. All who venture to Marrah are welcomed, if such they seek. The mines of the city want any who will dig, and the people are rich, though they take no pleasure in it.

While the priest-sentries over-look diverse lands and peoples for many leagues around, most citizens have no interest in the glorious vista and keep their minds and senses focused on the grey unadorned sameness within their high, stark city walls. For they have come to Marrah to devote themselves and their progeny to Tiirgit the Shunned, God of Marrah and all who Despair.

Tiirgit inhabits the very air of Marrah and manifests to those who see him as a man-high swirl of sharp-edged motes of ice. Tiirgit demands an annual human sacrifice from among his people. The victim is taken within the body of the god where he or she is shredded alive by the whorling ice. The victim is selected by lot a year in advance at the same ceremony where the prior victim is presented to the god, savagely beaten by the priests, and confined in miserable conditions until his or her turn arrives.

Marrah is administered by the Priests of Tiirgit whose harsh theology teaches a bitter stoicism that is supposed ultimately to be rewarded with triumphal vindication. The current Apopt is following a policy of population growth and building might in arms.

The Gift of Tiirgit is administered to voluntary recipients only, in the form of an abominable-tasting brew at a monthly ceremony on the steps of the ziggurat. Recipients spend the following day in retching agony and receive: Partial Amnesia (forget all bad feelings about events of the past except a hankering for payback) [?], Indomitable [15], HTK [2], HTS +2 [4], Callous [-5].

Last edited by Figleaf23; 02-28-2013 at 02:44 PM.
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Old 02-28-2013, 01:26 PM   #34
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He swings about 2/3 hetero.
This should be in more fantasy.
Also great thread guys, it's a pretty fun read.
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Old 02-28-2013, 02:48 PM   #35
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Default Re: Bronze-Age city-states and the gifts of their gods

Suarekh, god of Plenty

Gorod is a city of the the south-east, rather dry and occasionally dusted by sandstorms that blow in from the desert, which is not to far away. It is built on a ridge of weak shale, not especially convenient to any river, and draws its water from deep wells. There are olives, figs, and grapes on the slopes, but the fields are hard to irrigate and seldom properly flooded, and the barley does not grow especially well. Moreover, the people of Gorod have a reputation for indolence. Nevertheless, they are sleek and their houses are well stocked with handicrafts, because of the gift of their god.

The god of Gorod is Suarekh. He is a tall and well-built god, who could be very strong if he ate sensibly and took regular exercise, but his figure is spoiled by laziness and gluttony, the fruits of a life of gluttonous debauchery. Every month at the new moon five youths and six maidens come to his house; each must bring a stock of wine and fine viands for a month. These youngsters receive Suarekh's gift, which is Reduced Consumption 2, and then spend the following month in festival, preparing and sharing the god's feasts, singing and dancing at his parties, drinking his booze, participating in nightly orgies. At the end of the month they go home, now considered to be of adult status and eligible for marriage and other legal and civic responsibilities. And ever after they need only one third of the food and drink that normal people require.

No person is allowed to serve Gorod at two festivals, and the god disdains the service of children. Whenever it happens that there are insufficient youths and maidens to make up the customary festival party the god becomes restless and discontent, spends a week or so at his neglected practice of arms, and then launches a war on a neighbouring city. This war is invariably announced as a war of conquest, but Gorod always loses interest when his take of slaves includes at least six each of passably good-looking youths and maidens not incapacitated by wounds &c. He grants his gift to all captives, dismisses any who are excess to his requirements, and takes the six-and-six (together with his share of plunder) back to his house for a month of festival. Then he lets them go and often gives them presents, and they usually go home. It's not unheard of for cities attacked by the Gorodites to simply send them six youths and six maidens each with provisions for a month, to avoid the bother and damage of a war; Gorodites sometimes attack at agriculturally inconvenient times, and it's not as though they hurt the six-and-six much. Indeed, there have been cases in places when food was short that the defenders of their cities, rather than fight the hosts of Gorod, would rush on them to surrender in the hope of receiving the Gift before Suarekh became sated and the Gorodites wandered off.
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Old 03-01-2013, 12:37 PM   #36
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Bulq, The Frog that Dreams, God of Visions

Somewhere across the Sea of Reeds from Maktebah is Bulq. Exactly where is subject to change, for the people of Bulq will move the city suddenly and at random. Thus the city is built upon rafts raised up on stilts.

The people of Bulq live wholly on the products of the marsh as does Maktebah but unlike Maktebah they do not make papyrus or any other sophisticated products for trade. Thus they are generally impoverished compared to Maktebah. They are a shy and tactiturn people, who are prone to introspection.

Their god is also called Bulq. He is a large frog, about the size of a cattle dog and twice the weight. His house is always near the center of the city and has a large hole in the center which he uses to dive into the water when he chooses. He is attended by his priests who feed him choice morsels, sing wordlessly to him and periodically lick his skin. Bulq cannot speak, but can communicate with his priests in their frequent visions. He also communicates with the people in their dreams. Sometimes he gives dreamers a glimpse of the future, or advice with a problem. Sometimes dreamers wake up knowing that it is their time to go to the house of Bulq and attend him as a priest (Bulq seemingly doesn't care if he calls men or women, elders or children, all may come to attend to Bulq).

Bulq eats all the dead of the city. Dreamers often see deceased loved ones and ancestors. The priests can communicate directly with the spirits of the dead.

Bulq is terrified of Chancurr, but not even his priests know why. It is taboo to say the name of Chancurr or of Maktebah. If Bulq believes Chancurr is near he will burrow beneath his cushions, command the city to be moved, or scream his eeire high pitched but soft scream ceaselessly for hours. Whenever this happens the people suffer terrible nightmares for the duration.

The dreaming gift to the people of Bulq is Precognition (Dreaming -70%, Passive -20%) [5] and Medium (Dreaming-70%, Accessibility: Only people that Bulq has eaten -20%, Requires a Dreaming roll to summon -10% ) [2]. They also all have Nightmares (15 or less) [-2].

The gift to the priests is Precognition (Backlash: Hallucinating -50%) [13], and Medium (Backlash: Hallucinating -50%, Accessibility: Only people that Bulq has eaten -20% ) [3]. Since these replace the abilities the priest already had they cost [8] and [1], respectively if gained in play. Additionally they get Special Rapport (Bulq) [5] and Feature: Suspectible to Bulq's Mind-Reading and Telecommunication [0]. Finally they have Addiction (Bulq's skin) (Expensive (while free it's also restrictive), Incapacitating (Hallucinogenic), Highly Addictive and Legal) [-20], Flashbacks (Mild) (-5) and Phobia: Chancurr (-1).

Last edited by sir_pudding; 03-01-2013 at 07:16 PM.
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Old 03-01-2013, 04:21 PM   #37
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Giggling Tillila of the Clattering Valley, Goddess of Chance:

The Tribe of the Clattering Valley had another name when they were nomadic hunters on the high plains, but it is forgotten to legend. The tales say that the tribe was given a sign when three black boulders of an unusually massive size and cube-like shape plummeted among them as they passed through the narrow, steep ravine, harming none, as a woman's laughter echoed around them and a sudden storm arose. Half of the tribe fled the valley in terror, perishing in the flash flood or scattering to assimilate into other tribes, but the others climbed the steep walls of the valley against terrible odds to the shelter of the many deep caves that line it and gave thanks to the goddess who dwells there by becoming her people when she asked them nicely.

Tillila is said to love courage, but in truth she delights in wantonly reckless acts. She encourages her people to throw caution to the wind whenever she's around, which is almost always. She loves social gatherings and is very approachable and open with advice, but the fact is that she's of slightly below-average intelligence and her suggestions are rarely very good.

The Three Great Cubes rest at the base of the valley still, one on each bank and one a bit off-center in the river. They are the most sacred monument of the tribe, carved and polished into the shape of "dice," a wagering tool of the tribe's invention that is beginning to gain popularity in other cities. Dice are used for many purposes here, from settling disputes, to assigning unpleasant tasks, to electing the Headman or Headwoman (who will serve until they lose the monthly toss). Fearlessness, Compulsive Gambling, and poverty are common here but not required.

The [X] River floods once yearly, but the valley floor is too narrow for much planting and the tribe barely produces enough grain to have a surplus for their (unremarkable) beer. They supplement it by fishing the river and hunting and trapping the mountain ridges, and fine furs are their only export. They also raise goats (though they aren't in the same league as Pharzin when it comes to tanning), and produce a unique soft cheese infused with a flavorful emerald green mold in their caves that is considered a delicacy in neighboring tribes but unfortunately doesn't travel well.

Slavery is practiced here, though subject to strictly-enforced rules. Members of the Tribe of the Valley may only enter into indentured servitude voluntarily, either as part of an agreement or (more commonly) a wager. Gamblers with nothing else left to lose often bet days, months, or even years of service when their blood is up and their stake is gone, but betting the rest of one's life (known locally as "going all-in") is rare. Foreign slaves may be won or purchased, but not taken by force by the hand of the People. The People view the purchase of a foreign slave as a great favor done to him or her, for they are far more likely (it is believed) to regain their freedom by lucky happenstance if they have the opportunity to gain Tillila's attention. Tillila lets her people do to outsiders as they will, but if any slave who did not wager or sell himself asks for her advice in private she'll wink and tell him he should just run for it. Once in a great while a slave will win freedom back in a wager, and local legend (and many a morality fable and drunken jest) tells of Sly Ty, the slave who won his owner.

The people of the valley believe that Tillila gifts them with good luck in the general sense when she is pleased with them and curses them with the opposite when moved to anger, with individuals or occasionally the whole tribe usually apologizing to her personally if they suffer some terrible misfortune. Tillila just smiles and assures them not to worry about a thing. What is not commonly understood is that her actual gift is simple, reliable, and given to all of her people all the time: Any child born out of a wantonly-passionate and risky union that takes place here will be easy to bear, well-formed and unlikely to die in infancy (Taboo Traits: HT < 10, Genetic Defects), and in possession of a 5-point Destiny that differs for each. Because the Goddess counts the vast majority of unmarried teen pregnancies / "atl-atl wedding" situations for this purpose, and because of their low infant mortality rate, this group is, unbeknownst to all, a substantial segment of the local population. Tillila herself engages in the occasional torrid fling when the mood strikes her, usually with somebody married or otherwise unavailable, but isn't especially lusty among gods and has never been known to bear offspring.

Last edited by Gold & Appel Inc; 03-02-2013 at 06:36 AM.
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Old 03-01-2013, 06:45 PM   #38
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Ah man! I was just going to do chance as a thinly veiled homage to Borges' The Lottery in Babylon.
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Old 03-01-2013, 06:50 PM   #39
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Ah man! I was just going to do chance as a thinly veiled homage to Borges' The Lottery in Babylon.
That's a wacky coincidence - I was trying to flesh out an idea for a giant toad whose priests would lick him and trip before I went to bed. :]
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Old 03-01-2013, 07:33 PM   #40
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Default Re: Bronze-Age city-states and the gifts of their gods

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That's a wacky coincidence - I was trying to flesh out an idea for a giant toad whose priests would lick him and trip before I went to bed. :]
In my ongoing Thieves World game, the PC 'cleric' (not actually a D&D cleric, but belongs to another class, one that is focused on ritual casting) worhips a toad-goddess from the TW series. He collects toxin-producing toads for their hallunogenic properties.

The PC is currently working up a 'man-trap' that will shunt people into a tainted pool full of mind-warping slime. This is part of his plan to gather followers. When you rolled a 5 for Charisma, I guess you gotta do what you gotta do...
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