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    1. "Twisted Gods" - few RPG concepts for an inspiration

      I invite You to read and discuss, and if You have Your own "twisted gods", feel free to share! In RPG and fantasy, we are often faced with a situation where the existence of gods is an empirically...

      I invite You to read and discuss, and if You have Your own "twisted gods", feel free to share!

      In RPG and fantasy, we are often faced with a situation where the existence of gods is an empirically confirmed fact, rather than a matter of belief. Two extremes can be distinguished in the representation of these entities (note – I do not claim that all creation adopts one of these two extreme points of view). On the one hand – the trend adapted by e.g. most of the settings for D&D – gods are personification of certain values professed by people, not infrequently they are even „born” from the faith of mortals or at least derive power from it/are shaped by it – gods described as „good” are simply good in the conventional sense of the word, they sincerely care about their followers and you know what to expect from them. On the other side, we have motifs that can be considered taken from Lovecraft’s Cthulhu mythology – the gods are incomprehensible, distant beings, completely unconcerned with human worldviews and so-called „good and evil”, mostly indifferent to humanity (and if by chance their paths intersect with humanit’s ones, humanity is screwed) – at the same time, it is not uncommon for most mortals to be unaware of their existence, instead worshipping imaginary, more anthropomorphic deities tailored to their emotional needs.

      In this article, I wanted to present deities standing somewhere in the middle – entities whose goals, yes, are not fully understood by mortals, but nevertheless close enough to human morality that worshippers can find some commonality (real or imaginary) with their patrons. These gods are usually directly interested in some way in the lives of their worshipers – although not necessarily in the way those worshipers would like. At the same time, I wanted each description to contain a hook, an important point where the devotees’ understanding of the deity diverges from its real nature – and whose discovery could be a significant twist.

      1. Mother of Peace

      The Religion of the Mother of Peace, or the Cult of Harmony, is a strictly pacifist religion. Strictly and absolutely. No violence is allowed, ever, anywhere, in any situation. If you see a psychopath murdering children with an axe, you have no right to use force to prevent him from doing so. You cannot stun him, disarm him, knock him over, or even grab his arm. At most, you can ask him to stop, try to distract him, or stand up to the blow to give the children a chance to escape. Why do people follow such religion? First, the philosophy appeals to some – in the real world, Gandhi said something like „applying the eye-for-an-eye principle will make everyone blind.” – Followers of Harmony believe that violence begets violence, while peace begets peace. If they consistently turn the other cheek and don’t resist evil, they will stop winding up the spiral of violence and constant revenge and eventually evil will disappear naturally. Second – following the path of Harmony brings concrete benefits. Holy priests, who have long been non-violent, receive healing powers from the Mother of Peace – but they only work on other followers, so the policy of „I do violence, and the pacifist priest of Harmony heals me” is impossible. To use healing, you need to sincerely renounce violence – which, on the one hand, reduces your chances of survival in an encounter with hostile beings, on the other – if you come out of it alive, all your wounds will be healed, plus you gain protection from natural diseases and other threats. Third – the priests of Harmony preach that those who live and die, observing the principle of non-violence, will be taken into the bosom of the Mother of Peace after death, who will give them happiness incomparable to earthly suffering – so it is „profitable” to trade your life in exchange for heavenly pleasures.

      The religion of the Mother of Peace may be perceived differently in society. It is possible that the authorities are avtively against it – it makes the subjects unwilling to fight, which reflects on the combat power of the state. Or perhaps they support it, seeing it as a tool to pacify potential rebels? Ordinary people may regard the Children of Peace as annoying lunatics – or treat them with deep respect. Even if healing powers may not work on „infidels,” after all, the Children may be able to help them in other ways – such as using conventional medicine (while remarking „Join us and you’ll see real miracles!”).

      Well, what is the catch? Yes, the Mother of Peace actually exists. But her goal is by no means to create a utopia where people can live in happiness and peace. Her goal is to weaken the population of a given world/planet/country. When a sufficient portion of the population is transformed into followers of Harmony, for whom the use of violence – even for defense – is unthinkable, and even if it were thinkable, they would became too weak to use it, the time for reaping comes. The True Children of the Mother, hordes of bloodthirsty, voracious creatures, come out to prey and consume the pacified people. The devoured people continue to make prayers to the Mother, who continues to appear from time to time, assuring her followers that this is the final test and whoever perseveres without putting up a fight against the monstrous invaders will be saved.

      During the course of the game, players may encounter followers of Harmony. It would be good for the GM to present them as something more than detached hippies, to make the players start to wonder if they are right. Maybe they’ll come across a reformed bad guy – e.g., a psychopathic follower of the god of murder who massacred a village of Harmonious heretics, but their indomitable will and serenity in the face of death made him convert and join them? Or more life-like – a husband who stopped beating his wife and children and is now an exemplary head of the family? Players can act as defenders of persecuted Harmonists (although this will involve some ambiguity – „Harmonists are decent people, but without people like us, who are not afraid to get their hands dirty, thay would survive”). They can have discussions with the priests about the legitimacy of pacifism. Maybe one of the player characters will start thinking about becoming a Harmonist after his career as an adventurer ends? The more sympathetic players become to the cult of Harmony, the more shocked they will be to discover indications that the Mother of Peace may be a much darker entity than it appears. At first, they may trivialize rumors like „Harmonists are actually a fifth column preparing the world for an invasion by dark forces!” as typical denigration of the new religion by the old clerical establishment. But as time goes by, the evidence will become stronger and stronger… Until finally there will be an invasion of the True Children that the players will have to face. Or maybe they will have the chance to prevent it, and will face the dilemma „Whether to believe the critics of the Harmonists and obstruct the great ritual, which, according to the Harmonists, is supposed to help bring universal happiness, but in fact open the gates of the dark dimensions…. Given that in order to do so, we will have to massacre a crowd of unarmed civilians, including women and children?”

      The Mother of Peace is portrayed by her followers as a goddess with, one can easily guess, maternal qualities. Perhaps even as a pregnant woman? This is a play on the ambiguous nature of this entity – the presumed spiritual mother-protector of the followers of Harmony, and the actual fecundator of the swarm that will consume them. Players may come across disturbing references to „the coming of the True Mother’s Children” in sermons and hymns – priests may (sincerely or not) explain that it’s such a metaphor, that it’s about the era when people truly dedicated to peace will come.

      1. Enemy of Superstition, Destroyer of Magic, Defender of Normalcy

      There are many arguments that are made against magic. It is source of obscurantism, superstition and charlatanism, a way to fool people. It violates the natural order of things. It is the work of demons, leading to possession or by destroying the veil of the worlds to demonic invasion. It is the theft of the power due to the gods, a manifestation of human pride. It distracts people from giving honor due to these gods. It brings madness, sucks the life out of the environment, causes the risk of explosions or other side effects. Leads to inequality, as mages can exalt themselves over ordinary people. Or something.

      Depending on the setting, each of these accusations may or may not be true. But that doesn’t stop the Defender cult from preaching them. Inquisitors and witch hunters roam the world, collecting magical artifacts, books and even arresting anyone who manifests magical talents. No, they don’t burn them at the stake. All items and people associated with magic go to the Bottomless Wells located in temples – supposedly the only way to effectively annihilate them. Importantly, the hunters are ordered to take mages alive if possible and throw them into the wells – supposedly a mage eliminated in the wrong way turns into a wraith, or something like that. Inquisitors are aided in this work by the magic-blocking powers provided by the Defender.

      Witch hunters can be treated by the people as terrifying villains – or as heroes. The reason for the latter attitude is not necessarily solely propaganda and „fear of otherness.” It is possible that the land has actually suffered a lot at the hands of mages – perhaps it has just liberated itself from the rule of an evil sorcerer and his disciples, or it is fighting a fierce battle against a nation that uses magic in a fierce way. It would be worthwhile for players to see some of the negative effects of magic use with their own eyes, so that at the very least they would develop doubts about whether the Defender’s followers are wrong.

      What is the truth? It’s easy to guess that the Defender is not concerned with defending the innocent from witchcraft. But neither is he driven by any other selfish yet high-minded motivations along the lines of „magic takes the glory away from the gods.” The truth is that for the „Defender,” magic is just darn tasty. Bottomless Wells are portals leading directly to his insatiable maw. It’s possible that the founder of the Inquisition managed by some miracle to communicate with this entity and make a pact „I will provide you with food, you will lend me and my disciples your anti-magic powers, which you use to safely digest objects radiating magic – and we will use them to incapacitate mages.”

      What will happen when the players reveal the truth about the Defender? Maybe the inquisitors will be furious that their holy crusade turned out to be nothing more than feeding an inter-dimensional monster, they will turn their backs on their god, to which he will react with rage (not because of his violated dignity or some other irrelevant value, but because of the vision of being cut off from a steady supply of grub), through one of the wells he will enter the world and the players, along with the inquisitors, will have to face him? Or maybe the inquisitors will react with a shrug of the shoulders and the statement „So what if the Defender is not a noble god, but a voracious monster. Magic is still a threat, and he is the best means to eliminate it.” Perhaps, using the method of the cobbler Skuba (Polish legend), players will toss a special object emanating „toxic”‚ magic into one of the Wells, which will poison the Defender?

      1. Truthsayer

      God of the truth, the whole truth and nothing but the truth. People swear by his name. He is also worshipped as the god of justice and knowledge, so judges and scholars worship him. Lying brings his curse.

      The Truthsayer doesn’t lie about himself – in fact, he wouldn’t be able to even if he wanted to (and he definitely doesn’t want to). The problem is that the people themselves have sung too much about him. As I pointed out above – he is the god of truth and ONLY truth. Justice does not matter to him, it is a totally foreign concept to him…. If he helps the investigators uncover the machinations of the villains, it is only so that the truth will come out, but he does not care whether the result will be the administration of justice. He might as well help the villains discover the heroes’ forays and subterfuges. As for acquiring knowledge – yes, he assists scholars in their research, in order to reveal the truth. However, if a scholar spins unsubstantiated speculations and hypotheses (which happen to be contrary to the truth), even in good faith – he draws the wrath of the Truthsayer. Simply put, untruths make the Truthsayer suffer. This applies to any untruth. Also fantasy. If the Truthsayer’s followers perform a ritual to increase his presence in the material world, they will bring a terrible calamity. From now on, the curse will fall on actors and poets, on anyone who utters a harmless lie like „You don’t look fat in that clothes,” „I’m not mad at you,” or „I’m on my way out,” as well as anyone who uses deception (no, the Truthsayer doesn’t care about the nobility of the cause – if you put on camouflage to sneak under the headquarters of the bad guys and rescue their innocent hostages, you are a hideous LIAR and deserve to be punished). Bah, people in ordinary conversations must be careful not to use metaphors and phraseological compounds. A Truthsayer may even go so far as to seek to eliminate words like „nice,” „tasty” or „good” – after all, they are subjective, and what is not objective truth, is a LIE.

      Good player characters can help prepare a ritual to summon the avatar of the Truthsayer – after all, „God of Truth” sounds like a decidedly good dude, right? At some stage, they may realize that the world of absolute truth will be something terrible (maybe some conversation with a philosopher?) and try to torpedo the ritual. Maybe they will be able to accomplish this in advance… Or maybe the avatar will already begin to pass into our world? Then they will succeed in playing him off by pointing out the paradox – people summoned him because they believed he was the avatar of goodness, justice and knowledge – if he exploits this ignorance of theirs, he will benefit from lying, and this would be unacceptable. Or a character with an exceptionally high bluffing skill or the like might try to spew a tale so full of lies and absurdities that the avatar of Truth will go berserk just from listening – but a half-hearted success will only enrage him!

      For the Truthsayer, as an antithesis, I would see a god of lies and fantasy – not the typical sinister „Prince of Lies” in the style of the Christian Satan, or some malicious trickster, but a deity whose motto is „Such is the world! A wicked world! Why is there no other world?” (B. Lesmian) or „Be guided in life by such foma (harmless lying) as will give you courage, goodness, health and happiness” (K. Vonnegut), who lies not for some selfish purposes, but because he firmly believes that lying IS GOOD. The real world is cruel and unfair, lying helps to endure it and achieve at least a little happiness – through escapist fantasies, small daily lies „From tomorrow I will take charge of myself and achieve something!” „You look nice”, „Don’t worry, you’re not a failure at all” through big lies like „Good is always rewarded and evil is punished”. In this arrangement, both the god of lies and the god of truth would be morally neutral in practice (both can assist followers in certain situations, but at the same time pose a danger – the god of truth mercilessly punishes anything that is not the absolute truth, the god of lies can entangle you in a web of delusion) – but in theory, it is the liar who is driven by more altruistic motivations and loves mortals.

      1. Prince of Blades, Lord of Sharp Angles and Edges

      Centuries ago, the Prince of Blades was worshipped as a deity of war, or even slaughter. Legends say that he made the claws of his worshippers – and even their teeth and nails – exceptionally sharp and dangerous to enemies. And the legend is true – albeit the Prince was never a god of war. He is the personification – or perhaps the source? – of all sharpness. He doesn’t care about crippling anyone, although that’s mostly a side effect, he just wants things to be sharp. Or rather – in passing, by his very existence, he makes them so?

      Let’s say there is a place where strange phenomena occur. Babies are born with long and exceptionally sharp claws and fangs. Swords and axes made by local blacksmiths are famous for their exceptional sharpness (maybe the player characters just came here to get their hands on them?). Why go. There is a temple of the Prince underground, and its influence radiates to the surface. Cultists come to the town to unearth it – they believe in the Prince in his aspect of the god of war and believe that this will help them triumph over their enemies. When they realize their goal, they are met with a surprise. The cultists are transformed into living avatars of sharpness. Invisible blades cut them so as to eliminate all contortions (a head clipped to a cube is not a pleasant sight), their hands turn into scythes, and in their brains all thought of their own is replaced by a single imperative – cut! What’s more, the Prince’s influence is more and more visible in the neighborhood – everything becomes sharper. The most visible effect from a mechanical point of view is that all weapons (edged weapons to a slightly lesser extent, but also) deal more damage. But as the influence increases, even rubbing clothes against skin starts to be painful, then every touch hurts, until finally the very movements of air cut the skin. If players don’t close the temple, the effects can be really nasty. It is possible that earlier players encountered a strange artifact – a sponge ball. If they didn’t get rid of it, it will turn out to be a „statue” of Our Soft and Oblique Lady, the opposite of the Prince, which what him will mitigate the effects of opening the temple. The battle will take place not between good and evil, order and chaos, or other abstract constructs, but between Sharpness and Softness.

      1. Mistress of Natural Instinct

      A goddess of wildlife, her followers preach the need to return to a life in harmony with nature and reject the defiling influence of civilization. Oh, it would seem – another „mother Gaia” with a pseudo-ecological cult. The thing is, the Lady is not at all measured by the fact that people are poisoning rivers and cutting down forests, as her followers believe. What she doesn’t like is that they are rational. Reason, consciousness, morality, are evolutionary dead ends. They only multiply pain and suffering. Do animals – much less plants – waste time and resources on some foolishness like art? Do they risk their lives and the lives of others for abstracts like honor? Do they suffer from offended dignity, boredom or lack of meaning in life? People simply combine too much to be happy. The return to nature is not primarily about rejecting technology (although that will probably be a side effect of it), but liberating people from the unnecessary baggage of excess thoughts. Let them become like animals – free, innocent and amoral. This is the purpose of the Lady, which is not grasped (possibly except by the high priests) by her followers. Yes, during ecstatic rituals some of them fall into a trance, during which they walk on all fours, howl and growl. And the priests are able to bring this trance on their enemies… But are the followers ready to accept the truth that, according to the will of their mistress, this is how life should be, forever?

      Rest of the book is avalaible here, for free: https://adeptus7.itch.io/twisted-gods

      5 votes
    2. Do you think there will be a "Baldur's Gate Effect?"

      There have been a lot of complaints from DMs over the years about Critical Role and the "Matt Mercer Effect" causing new players to have unrealistic expectations of tabletop RPGs. Baldur's Gate 3...

      There have been a lot of complaints from DMs over the years about Critical Role and the "Matt Mercer Effect" causing new players to have unrealistic expectations of tabletop RPGs. Baldur's Gate 3 has the opportunity to introduce many new players to the d20 system/5e DnD specifically. Though it's a bit different in that the game is obviously scripted and you can't do literally anything, the game provides a ton of options and fleshed out paths, including full support of niche spells like speak with animals/speak with dead. Do you think this might have a similar influence on expectations from some new players moving forward or do you think since BG3 is a video game it will have less of an impact than CR and other tabletop shows have?

      35 votes
    3. What variant rules/house rules do you use in your Warhammer fantasy roleplay 4e game?

      I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc....

      I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc.

      I've seen much conversation about WFRP 4e online and how it's not as good as 2e, or too complex, or other arguments. I'm not looking to start edition warring, but how many of these arguments still hold true in 2023 with the newer rules from Up in Arms and Winds of Magic?

      If there are complexities/gaps in 4e, what variant rules, house rules, or homebrew are you using to fix those things or fill them out?

      9 votes
    4. DMs and GMs what tool or tools do you use for world building?

      I'm starting a new campaign soon and I plan to create a homebrew setting and story like I've done in the past. I've used a combination of Google Docs, Evernote, and other general purpose tools for...

      I'm starting a new campaign soon and I plan to create a homebrew setting and story like I've done in the past. I've used a combination of Google Docs, Evernote, and other general purpose tools for other settings and campaigns. Does anyone use something like World Anvil or Legend Keeper? Something else?

      I'm still in the brainstorming stage of world building, and I'd like a place to collect my thoughts and plans. Ideally I'd be able to easily convert that into something searchable and updateable when it's time to actually play in the setting.

      Do you use a single tool for creating maps, NPCs, plot points, history, and adventures? Or do you have a suite of tools you find works well to cover all those aspects?

      29 votes
    5. D&D and things I made

      Hey folks, we had our 3rd meet for the current campaign last night all went really well. Last time our Rogue upset everyone he met, stole everything that wasn't and was nailed down, including the...

      Hey folks, we had our 3rd meet for the current campaign last night all went really well. Last time our Rogue upset everyone he met, stole everything that wasn't and was nailed down, including the nails. Then managed to get killed by an NPC that we were helping, it was amazing.

      Now I wanted to get a little more creative with my character and since level 3 for Paladin is the oath level I went with Vengeance and wrote an Oath. I posted it in my last thread but will post again if anyone is interested.

      Now I also wanted to have a go at making a dice bag, the first one is reversible but was too long so I made a few smaller ones. Then had the thought of making each of the guys a small bag with their names on them, each has a name longer than my leg so that failed before it started. I ended up with the initial of their first names, the Rogue wouldn't give up the name or initial so I did something different for his. The guys all loved the gifts especially the Rogue (now a Monk) these are the bags I made next thing I try will be a multi compartment job. All was done by hand because I couldn't get the sewing machine to work ...

      13 votes
    6. Tabletop RPGs with kids

      Has anybody had much experience playing DnD or other tabletops with children? I've been toying with the idea of making a fairly straightforward and simplified RPG using Story Cubes and GURPS that...

      Has anybody had much experience playing DnD or other tabletops with children? I've been toying with the idea of making a fairly straightforward and simplified RPG using Story Cubes and GURPS that kids can get involved with easily and have fun playing. I'm specifically aiming to play with my daughter (8) and my niece (5) on a big family holiday in August, though I see no real reason that this couldn't work with adults as well.
      Essentially, the conceit would go along the lines of each player rolling a limited number of story dice to help with character creation and such. I'd ask the players a few simple questions about their powers (for example, are you more of a wizard or more of a warrior?) to get some basic stats stats together (STR, DEX, INT, CON), and then use story dice myself to quickly improvise a short one-shot session.

      Does anyone have experience playing with kids, and if so - any pointers? Am I being too ambitious about children's ability to imagine stuff in this way? If so, are there any good systems out there that are good for young people to pick up and get stuck into roleplaying with?

      9 votes
    7. Virtual tabletop with emphasis on story

      Hey, all. First actual post here! In another post on the site (having trouble finding it at the moment, alpha is alpha), someone mentioned a virtual tabletop that was more asynchronous and focused...

      Hey, all. First actual post here!

      In another post on the site (having trouble finding it at the moment, alpha is alpha), someone mentioned a virtual tabletop that was more asynchronous and focused on storytelling rather than battlemaps like roll20. Does anyone happen to know what it is? I'd definitely like to explore something like that for starting a game for busy folks, and also because my interests in tabletop gaming are definitely more focused on the story rather than combat (I'm a spade / heart rather than a club). Thanks!

      edited to clarify: It was definitely not Tabletop Simulator, it was something relatively new, so not e.g. Maptools.

      10 votes
    8. Going to be running a GURPS Infinite Worlds campaign in a few days. Any tips? Suggestions? General RPG ideas to steal?

      I've run a number of one shots before based off GURPS Lite, and I've come to like the system and its versatility. So, I've taken the next step and drafted a couple interested players from the one...

      I've run a number of one shots before based off GURPS Lite, and I've come to like the system and its versatility. So, I've taken the next step and drafted a couple interested players from the one shots into a campaign.

      Essentially, it's a 150 point campaign in the Infinity Patrol setting, based one of the alternate timelines (Gernsback) developing world jumping tech, and the PCs being one of the first teams assembled from said world to scout out and investigate other timelines. The overarching plot is going to be them defending their world from incursions from Centrum and Homeline and building alliances with other parachronically enabled third parties, like Merlin. The main plot hook is going to be a series of kidnappings, by parties including the Homeline Mafia, Reich 5 Nazis, and Centrum. Because of the nature of their travel, all Quanta are accessible by the party, but not as easily as by projector/conveyor. The worlds they're going to be visiting run the gamut from high fantasy to hard science fiction.

      Now that background info's out of the way, basically what I'm asking is: are there any interesting items, characters, or plot beats you've used or seen used in tabletop games that could fit well into this kind of story and setting? I want to put some originality into the worlds they visit so they all feel alive and memorable, and side quests and artifacts are a great way to do that. By no means am I interested only in GURPS stuff, the nature of the system makes it pretty easy to graft in stuff from others.

      9 votes
    9. What have yo been playing recently?

      Video games, board games, card games - whatever. I'm interested to know what you all have been playing recently. I've been playing a lot of D&D recently. My players have just delved deep under an...

      Video games, board games, card games - whatever. I'm interested to know what you all have been playing recently.

       

      I've been playing a lot of D&D recently. My players have just delved deep under an ancient keep to save an archaeologist from undead Tomb Spiders. I'm currently planning for this weeks game where they will hopefully encounter the giant spider brood mother.

      On the video game front, I've been playing through Duke Nukem 3D. That's a game that's certainly made the test of time.

      -LTADnD

      63 votes
    10. Is the current media boost of RPGs a good thing for the hobby?

      There are two big unrelated things giving gaming a lot of exposure right now. One is people broadcasting gaming sessions (e.g. Critical Role). The other is that a lot of shows are doing an RPG...

      There are two big unrelated things giving gaming a lot of exposure right now. One is people broadcasting gaming sessions (e.g. Critical Role). The other is that a lot of shows are doing an RPG episode (e.g. Community).

      How much of this is a good thing? What happens to the community when the vast majority of fans don't actually play the game? And is anything being done to transition people from audience to participants?

      4 votes
    11. Tabletop RPGs. How to start?

      Hi guys! I've always being curious about tabletop games, RPG, DnD and so on. The fantasy, creativity and engagement always interested me, but I've never met anyone who played it and never being...

      Hi guys!

      I've always being curious about tabletop games, RPG, DnD and so on. The fantasy, creativity and engagement always interested me, but I've never met anyone who played it and never being involved with it (I'm in São Paulo, Brazil, btw).

      So, to be direct, does anyone has any tips on how to start? I know there are "internet based" tabletop sites/communities, but I don't know how it works.

      I'd appreciate any direction! Thanks!

      11 votes
    12. Regarding Verjigorm

      Tilde pretext - I have no idea what to tag this, but if anyone likes Shadowrun or Earthdawn pnp lore this info is a pain in the ass to find. I spent way, way too much time trying to track down...

      Tilde pretext - I have no idea what to tag this, but if anyone likes Shadowrun or Earthdawn pnp lore this info is a pain in the ass to find.

      I spent way, way too much time trying to track down information on Verjigorm. I enjoy exploring the lore of the Shadowrun universe, and the hoops I had to jump through to get this info was way more than I expected. I kept seeing references to books I didn't have, and finally actually got a copy of Earthdawn's Horror book to copy this down.

      I realize no one requested this, but I'm just posting this excerpt in the hope it will save people the massive amount of time I spent fumbling around trying to get anything substantial on this subject.

      This is verbatim from the Earthdawn Horrors book. If this is somehow violating a policy I missed let me know and I will edit and change as needed.

      I'm not sure who specifically wrote this, so here are the listed writers for the book:

      Writing: Robin D. Laws, Teeuwynn Woodruff, Greg Gorden, Sam Witt, Allen Varney, Chris McCubbin, Caroline Spector, Fraser Cain

      Additional Writing: Louis J. Prosperi, Rob Cruz, Dian Prion-Gelman, Andrew Raglan, and Rich Warren

      pg 66 Eathdawn - Horrors

      The following account was graciously provided by the Great Dragon Icewing. The Library of Throal, and indeed all the Namegivers of Barsaive, owe this generous dragon a debt of undying gratitude for the information he has provided on this entity. Scholars throughout the land agree that Verjigorm is the most powerful Horror that has ever existed-- a terrible, vile abomination whose strength towers above that of all other Horrors. May the Passions protect us all against the curse of the Horror called Verjigorm and its unnatural spawn, for its unmatched power and malevolent intelligence may yet spell the end of all that we know.

      -- Leranto Myrn, apprentice scholar, Library of Throal, 1507

      Generations of Name-givers throughout Barsaive and the lands beyond have learned to fear the great dragons. Even your most powerful magicians are but bumbling children in things magical when compared to us, and your most celebrated heroes cringe like frightened old women at the thought of facing the sword-like teeth and scythe-like claws of a dragon in battle. There is no shame in this fear. Beings of much greater power than you little folk have learned to fear us, for we great dragons are ancient and powerful beyond imagining. We walked these lands and rode the wind thousands of years before the first t'skrang tasted the waters of the Serpent or the first windling unfurled its wings in the cool morning air.

      But one being exists that even great dragons fear, a being that existed long before my ancient race appeared in Barsaive. Some call if the Horror of a Thousand Faces, or the Corrupter. Others know it as the Horror That Is Worshiped as a Passion, or the Great Hunter. Even today, dragons speak its cursed Name only in whispers, for it is said to have ears that hear all and eyes that never close. It is the Horror that always was, the Horror that is, the Horror that ever shall be. It is Verjigorm.

      The words of Name-givers cannot describe this Horror's all-encompassing evil, but I will try to do so in the hope that some day the monster might be banished forever from our world. Perhaps the following story, which I heard often as a hatchling, may help you understand.

      Long before the first dragon soared through the sky, the world was darkness, a never-ending moonless night that even the sun and stars could not penetrate. Thick, black clouds choked the sky and spawned cold, biting rains that scoured the barren land like a plague of hungry locusts. The seas and rivers were foul, bubbling cesspools teeming with plague and death.

      This was the age of the Dark One. One thousand and seven eyes sprang from its head, so that it might watch forever its cursed kingdom. Its terrible ears never shut, so that it might always hear the gnashing of teeth and the wailing and moaning of all living things. From its mouth flowed countless foul poisons into the waters and the winds. Its decaying flesh gave birth to countless abominations--creeping, sightless many-legged things that crawled and slithered across the land; black-winged, cloven-hoofed creatures that swarmed in the storm-filled skies; powerful, many-toothed beasts that ruled the dark waters.

      As the ages passed the Dark One grew bored with its foul minions, for they were mindless entities. And so it spawned others in its own image. Soon the children of the Dark One, the horoi, began to birth their own foul spawn into the world. Each tried to outdo the others by creating the foulest creature to impress the Dark One, and soon the horoi grew insanely jealous of one another. Then the Dark One's children began to attack one other[sic], directing their terrible spawn as a general commands troops against an enemy. Their vile blood filled the oceans, and their minions fed on the putrid corpses that littered the land. The Dark One rejoiced at the carnage and spawned new horoi to replace those devoured by their brothers.

      Some time during the world's endless night, the Dark one bore a horoi that was not like the others. At first it seemed a little different from its vile brethren. But as time passed, the horoi slowly changed. First, it withdrew from the terrible battle that consumed all the others. It stretched its dark, webbed wings and soared into the sky. The grotesque minions of its brethren pursued it, clawing at its skin and pecking at its eyes, but it paid them no heed. It continued to climb higher and higher, until it passed the dark storm clouds and its tormentors could no longer follow it. It soared on the winds until it reached the other side of the world, a place the Dark One had not yet corrupted. Exhausted by its journey, it set down and fell into a deep, deep sleep.

      For ages it slumbered, as the carnage and suffering continued unabated in the domain of the Dark One. Then one day a break appeared int he ever-present clouds overhead, letting in a stream of sunlight that warmed the horoi and wakened it. As it looked about, it noticed that its slimy, pockmarked, blackened skin had turned into gleaming white scales. The formless hulk of its body had been replaced with four strong legs, a slender tail and neck, and a pair of graceful wings, all connected to a stout and powerful middle. As the horoi gazed at itself in wonder, it realized that the air was silent-- free of the cries of pain and fear that filled the Dark One's domain. As it surveyed its surroundings, the horoi realized that it was alone. Nothing crawled underfoot or slithered through the seas or swarmed in the sky. For a moment, the horoi felt a great relief. Then the horoi closed its great eyes for a moment and felt something else. For the first time in its life, the horoi knew it was lonely.

      As the thought entered its mind, a wonderful thing happened. Beneath its feet, it felt grass burst through the earth: then bushes and trees and entire forests. Suddenly, the sound of waves crashing against the shore reached its ears, and the horoi knew that an ocean lay over the horizon. Next came the sound of running rivers and waterfalls, then the sounds of animals in the forests. As the horoi surveyed what its loneliness had called forth, its heart grew full of something it had never know--joy. At that moment, nine large tears formed in its eyes and fell to the ground. At the spot where the first drop struck, a handsome winged creature resembling the horoi appeared. This created, it called Dragon. The second and third drops yielded creatures the horoi Named Elf and Human. The fourth and fifth drops created Obsidiman and T'skrang. The sixth and seventh formed Dwarf and Windling; and the eighth and ninth, Troll and Ork.

      These new creatures traveled across the new land, swiftly producing other of their kind. Their voices were like music to the horoi's ears, and their settlements were like jewels set upon a giant tapestry. As the days passed the horoi taught its children all it knew. It taught them how to harvest food from the forest and rivers, how to sing and write and paint. And with great sadness, it taught them how to forge and wield the sword and shield. The weapons puzzled the horoi's inquisitive children, for they knew not war; but the horoi told them that one day a darkness would descend on them and they must be ready to fight.

      Meanwhile, the Dark One's domain grew until its spawn reached the edge of the untouched lands. When the foul things saw the wonders that their transformed brother had wrought, they hurried back to their dark master and told it what they had seen. When the Dark One heard their news it cowed to destroy the heroi and its children, and fathered its minions together into a terrible army.

      The Dark One's army filled the sky like a storm cloud and teemed across the untouched land like a giant shadow. From all sides the Dark One's minions attacked the horoi and its children, spewing venom and gnashing teeth, cutting, and burning and striking and killing all in their path. For seven days and nights the battle raged, as the horoi's children fought with sword and shield against the overwhelming foe. Finally, only the horoi and its nine firstborn children remained standing against the Dark One and its legion of abominations.

      At that moment the horoi reared up on its hind legs, spread its wings and shouted in a voice that echoed like thunder across the plains, "I am Nightslayer, Mother of Beauty and Father of Good. Protector of All That is Light! I command you to leave this place! Be gone!"

      As the horoi's children watched, a strange thing happened-- the land itself, the water rose up against the Dark One and its spawn. Terrified before a power greater than their own, the wretched creatures fled, flying higher and higher until they disappeared from view. The Dark One watched helplessly, shouting at its minions to remain and fight, but it could not stop them. Enraged, the Dark One turned toward the horoi.

      'Ungrateful horoi, you know not what you do," the Dark One said. " But you will pay for your insolence. I, Verjigorm, will hunt your children for the rest of time. I will slay every last one of them, and my minions will feed on their pain and terror. But I will not give the mercy of death to your favorite--- The Dragon, the one you created in your image. The Dragon will know eternal pain. As you betrayed me, the children of the Dragon's line will betray you. I will corrupt them, twist their souls and make them my own. Then I will return to reign over all the world."

      With that the Dark One fled after its minions, throwing an enormous ball of fire at Nightslayer as it did so. As the flowing orb approached, the horoi gathered its children under its wings. When the ball struck Nightslayer, it exploded like a thousand thunderclaps. The earth and sky rumbled, and a vast cloud filled the sky. After a time the great rumbling stopped and the sun shone once again. Nightslayer's children then gathered near the horoi's head, but the great creature had died. They were left alone to await the return of the Dark one called Verjigorm.

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