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| i had this banger metaphor about strangler figs and domain game rules but there's nowhere to put it rly |
Cath Celdaenn is my pet setting about *gestures vaguely*. Qal Ashen is Loch's setting about *gestures provocatively*.
The two games in these two settings use the same rules. This is because I was directly inspired by Loch's A2A, and scaffolded my game over theirs in the frantic energy of the early-2020s domain game cambrian explosion.
The cathgame has trundled along brilliantly on its stolen tires. This is just for GLÅUGUST, and a potential hypothetical future cathgame.
Languages
Loch loves archaeology and linguistics so much they wanna marry em. Consequently, one choice you can make in A2A chargen is which languages you speak, with plenty of exciting and esoteric options. The dead languages are relevant because the world is post-apocalyptic AND necromancy is everywhere (lots of dead civilizations who speak dead languages).
In Cath, the City is the world, and the monoculture looms large: who's a real Celd, who's a pretender?
- Citizens speak the Citizen language.
- Translation spells work by making the creature(s) you are speaking to a temporary citizen.
- Citizens can't become fluent in other languages. (unless they're urbanists)
- You can learn short phrases in any language with a native speaker's help. (in downtime, see below)
- You can learn an additional language by incorporating it into your traditions/cultural identity.
One thing the language list does that I do like is it introduces the constituent cultures of the City. (and if important worldbuilding isn't in the chargen rules, people won't read it) I'll find a way to slip allat back in, probably.
Clan Creation
Clans have four stats.
- Cows is how many cows you have. (4d20? i dont want to do the math rn)
- Cows determine how much surplus downtime you have. You spend downtime on training or research. You also need downtime to support your specialized professions (see below).
- Warriors is how many warriors you have. This is an exact count. (d3-1)
- Getting more warriors requires setting aside downtime for training. Getting good warriors requires finding good teachers.
- Sages is how many sages you have. This is also an exact count. (d3-1)
- Sages are experts who maintain clan traditions. They can maintain as many traditions as they have HD, except for skalds, who can maintain twice as many.
- Braids, Skalds, and Saintmakers are almost always sages.
- Freaks is how many antisocial freaks you have, like wizards and swordwives. (d3-1)
- You can comfortably support as many freaks as you have warriors and sages combined. Excess freaks hurt your reputation with other clans.
You can roll +warriors/sages/freaks when their expertise would be relevant. Cattle raids, for example, are +warriors rolls.
hopefully the [budget downtime for experts] idea is less bookkeeping than it looks. I like the idea of setting out on an adventure thinking "we should bring back a sage and a freak"
Marriage is very high-stakes because it can mean trading skilled people from one clan to another.
Traditions
The cathgame's biggest success, in my eyes, is how traditions work. You spend your domain action to enforce a cultural norm or memory, and gain XP each Spring based on how many people buy in to your vision of Celdic culture. One player took an immram into fairyland to rediscover a lost God; another pieced together a whole gender system from ancient gnomish texts.
In A2A, all players serve the God of Greed, and so all paths to power are paved in gold and blood. (thus, xp-for-gold)
xp-for-traditions has some issues who cares??? I'm king monkey, I make all the rules
- Your clan can support as many class templates as you have traditions.
- Each tradition is understood to empower a specific clan member as long as it is maintained.
- If the tradition is in crisis, the clan member is fey. (0HP = death)
- If the tradition is lost, the clan member may choose to abandon the template OR the clan. (They become a rootless NPC.)
- If the clan member is lost, the traditions that empowered them can be passed onto another clan member.
I've joked about how in Cath 10 coins = 1c = 1 cow. The cows still matter here, I think: you need a herd to support sages to maintain traditions, you need warriors to guard them. It's just a bit indirect.
(There is a full Gloranthoid hack somewhere here where class templates just aren't a thing, but I choose to be weird about it.)
also some of the traditions are just straight up magic.
- Pilgrim Orthodoxy - Strict monogamy. When two people are married, they pool their HP. Thus a husband can feel when his wife has been cut by a sword, and vice versa.
- Servant Tongue - Your clan can speak Palace, the language of the diminutive Royals.
Character Creation
This comes after clan creation, of course.
Your character has three attributes. (3d6, take the middle result, subtract 3) (or just do whatever, fuck)
- Fortitude - The number of lazy cows you can drag behind you simultaneously.
- Reflex - The number of weapons you’re proficient in.
- Will - The length of the longest omen you received in a dream.
Choose your folk and class.
Speaking of folk-
Folk
People keep getting tripped up on how to play skeletons, quite sensibly, because I don't define in the rules what it means to be undead.
- Skeletons don't need to eat or drink, but if they don't get any calcium in their diet their bones become brittle. (Milk, cheese, quicklime, etc.)
- They can't smell, taste, or speak. They don't feel hot or cold. They can't drown.
- They aren't citizens and communicate via Skullsign, which requires two free hands and a working jaw. (Skullsign has an audible component in the form of chattering teeth.)
- If you're missing a hand, you can only "speak" in one-syllable words.
- If you're missing your jaw, you can't inflect or use punctuation.
- If you have your jaw but no hands, you can only speak in punctuation.
Carmines
and Royals aren't citizens and can't speak the language, so playing as one makes for a very different kind of game. Crabs are citizens.
Holiers have a host of finicky mechanics that are difficult to adjudicate. I personally love difficult to adjudicate things, but maybe it would be better if i just
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| jesperish |
HOLIER
Start with:
At least one direct worshiper
+1 Will per template
A - Domain, Clout
B -
Domain Expansion, +1 Aspect
C -
Domain Improvement, +1 Aspect
D - Shrine Maiden, +1 Aspect
A: Domain
Somewhere in the City is a thing or place you represent. (A river, a tree, an elevator.)
While
you are in good health, so is your domain, and vice versa. If you are
injured, your domain is damaged. (A flood, a bad harvest, a mechanical
breakdown.) You cannot regain HP until it is restored.
You are not a citizen, but you are City, and can therefore speak Citizen.
A: Clout
You
have a number of clout dice (CD) equal to the number of people who
directly worship you. (Individual shamans and/or civil engineers do this
for their entire community.)
You can roll your CD to…
- …reroll a first impression or reaction. (2CD)
- …recruit a [dice]HD shaman or engineer to help with a task. (-1 if it's out of the way; -1 if it's dangerous)
- …deal [sum] damage to your worshipers.
CD that roll 4, 5, or 6 are expended until the start of the next season.
At the beginning of each season, roll all your CD. For each doubles result, one of your worshipers is in need of a miracle. For each triples result, one of your worshipers is in dire need of a miracle.
B: Domain Expansion
You
can project your domain onto another location or object. Roll CD:
[highest] properties of your domain are projected.
(For example, a stick can be made strong and sharp if a jagged peak is projected onto it.)
You can exercise fine control over your domain to produce minor
spell-like effects. (For example, sending a message in a bottle up or
down a river.)
Aspects
Gods have many faces and names, which comprise their many aspects.
Roll a new set of stats and skills. Then, you may roll d6.
- They speak another language, but not Citizen.
- They have +d6 to hit, and are bloodthirsty.
- They are beloved by (d6) cats/centipedes/fish/ghosts/knights/smth else.
- They are the size of a sparrow.
- They are a monster. (fr! open the monster manual!)
- They are a psychopomp.
They are one of your aspects. They may differ in name, appearance, and even personality, but they are all you.
You can swap between your aspects while you sleep, or with a sufficiently dramatic costume change.
Temples and statues built in your honor belong to one of your aspects and not the others. You cannot enter a temple belonging to a different aspect. Additionally, you can be forced into another aspect if someone shouts their name three times at you.
C: Domain Improvement
You can add a numinous property to your domain by enshrining a magic item within. For example, enshrining a flaming sword in the roots of an ancient tree may cause the tree to bleed burning resin.
(Negotiate the effect with your gm. As a guideline, the result should roughly answer the question, what if everyone had access to this magic item?)
D: Shrine Maiden
By rituals revealed to you in dreams of deep earth, you bind another to your domain. This takes a season of mutual fasting in complete silence and complete darkness.
You may turn them into a shrine maiden, an ageless guardian unable to leave your domain. If you die or are injured, one of your shrine maidens dies or is injured instead.
Alternatively, you may turn them into one of your aspects.
The Game Ends
when the omens come true, in ?? years. (← ask the PC with the highest Will)
Postscript
I sometimes hesitate to post Cath because I fear disappointing my lovely players. I will remind myself: This setting is a living document. Pinning it down and enshrining it will kill it. I shouldn't be afraid of playing with my toys.