Make Your Own God-Spirits (for a Game About the Mongolian Empire)

Starlight (2024). Collage by me.



You are the weakest and least loved of your clan. You have been betrayed and driven out of your ancestral herding lands by your former brethren, the cursed Shü Ebsö. It is only by the will of the sky god Dusassu and the host of lesser spirit-gods of grain, wolf, and copper that you all will survive the misty Endless Plains with no herd save the horses you escaped on. But you are the Rodnu Ebsö, and you will survive.


A sandbox steppecrawl game of religion, survival, and discovery inspired by Genghis Khan's early life.

 

God-Spirits


This spirit is found… d20

  1. Possessing a nearby lonely corpse. It sits up from where it lay surrounded by protective stones and moves with little grace.

  2. In human form as a stranger, dressed in regalia, looking slightly transparent 

  3. In human form as a stranger, dressed like a beggar, with strange eyes

  4. In human form, as an elder, glowing silver under the skin

  5. Possessing a herd animal, speaking with human words, but with a crackling wildness

  6. Possessing a clan member

  7. Possessing a clan member

  8. Possessing a wild animal (roll on chart)

  9. Possessing a wild animal

  10. Possessing a predatory animal (roll on chart)

  11. Possessing a predatory animal

  12. In a constructed structure (roll on chart)

  13. In a constructed structure

  14. In a tree

  15. In a boulder

  16. In a puddle of water

  17. In the mists

  18. In the mists

  19. In a song carried on the breeze

  20. In a treasure (see treasure list)


This spirit's distinguishing feature is… (d20)

  1. A surprisingly deep voice

  2. Hints of mauve

  3. A feeling of agelessness

  4. A sigh, as loud as the sun

  5. The whinny of the horses

  6. A hint of decay

  7. The shriek of a golden eagle

  8. An earthy feeling

  9. A growing awe

  10. The scent of heat

  11. A heaviness condensed 

  12. All-encompassing ancientness

  13. A subtle shift in the weather

  14. Light, from an unexpected place

  15. A hint of incense

  16. Shadows, longer than they should be

  17. Blood, from the nostrils

  18. Howling in the distance

  19. Coldness collecting in the fingers

  20. Softness, unexpected


This is a spirit of… 2d6

  • 11 The mist

  • 12 Luck

  • 13 Calm

  • 14 Evening light

  • 15 Barrow grasses

  • 16 Copper

  • 21 Strangers

  • 22 Pink clouds

  • 23 Clay

  • 24 Scythe

  • 25 Rotten seeds

  • 26 The hacking cough

  • 31 Mothers

  • 32 Hainag calfs

  • 33 Mare's milk

  • 34 Compasses

  • 35 Salt

  • 36 Hares

  • 41 Home

  • 42 Exchange

  • 43 Sables

  • 44 Hooves

  • 45 Beavers

  • 46 Wolverines

  • 51 The past

  • 52 Comraderie

  • 53 The cold

  • 54 Hunger

  • 55 Reindeer

  • 56 Wrestling

  • 61 Love

  • 62 Elders

  • 63 Babies

  • 64 Warriors

  • 65 Music

  • 66 The bow


This god-spirit is… d20

Roll a spirit check to see how your summoning influences the local god-spirit's temperament. Disaster means facing an undead fiend. Failure means rolling twice on this table and taking the lower result. Success means rolling as normal; Full success means rolling twice and taking the higher result.

  1. An undead fiend (see undead fiend table)

  2. Wrathful

  3. Frightening

  4. Foul

  5. Weeping

  6. Proud

  7. Reserved

  8. Mysterious

  9. Vigilant

  10. Amorous

  11. Ambivalent

  12. Childlike

  13. Knowing

  14. Courteous

  15. Awed

  16. Hospitable

  17. Jolly

  18. Motherly

  19. Blissful

  20. Celestial


Rituals for summoning this god-spirit involve… 2d6

God-spirits are curious entities and will show up the first time they are summoned to sate their own curiosity. Resummoning them by returning to their hex, however, requires honoring them appropriately. If their resummoning ritual lacks the below element, they will still appear but will grant a misfortune as punishment. Roll on this table the first time you meet a god-spirit and record the ritual element for future reference.

  • 11 Throat singing

  • 12 Shouting

  • 13 Whispering

  • 14 Wrestling

  • 15 Dancing

  • 16 Stomping

  • 21 Whirling

  • 22 A whip

  • 23 A riding sash

  • 24 An arrow

  • 25 Facing west

  • 26 Planting seeds

  • 31 Cutting grasses

  • 32 Human spit

  • 33 Human blood

  • 34 Hainag dung

  • 35 Facing east

  • 36 Milk tea with salt

  • 41 Horse blood

  • 42 A scroll of prayers

  • 43 A prayer cloth

  • 44 Fermented horse milk

  • 45 Camel fat

  • 46 Horse piss

  • 51 Goat blood

  • 52 Sheep milk

  • 53 Distilled yogurt vodka

  • 54 Prayer scrolls

  • 55 Onion herbs

  • 56 Fire

  • 61 The words of an elder

  • 62 Prayer flags

  • 63 Afternoon light

  • 64 The laugh of an infant

  • 65 Facing north

  • 66 Facing south


This spirit-god wants… d20

  1. To never be spoken to again. They will offer a boon to be left alone and will revoke it fivefold if ever disturbed again.

  2. Revenge against another spirit-god for an aeon-old petty slight.

  3. Revenge against an undead fiend for wholly justifiable reasons.

  4. Revenge against a person, living or dead. 

  5. Revenge against an Ebsö clan that disturbed their rest.

  6. Revenge against Dusassu. 

  7. The ritual sacrifice of a prized horse.

  8. The ritual sacrifice of a lamb. If no lambs, a hainag calf is an acceptable substitute.

  9. The ritual offering of a treasure, valuable enough that its loss hurts.

  10. The ritual offering of food. They'll take anything.

  11. The ritual offering of food. They have a particular craving; roll d20 on the provisions table to find out what.

  12. To wrestle against a clan member. If the party loses, they lose a soul.

  13. To learn a point of interest rumor, told in a suitably gossipy way over a fire and hainag's milk.

  14. To have a swift horse named after it, in a solemn and respectful naming ceremony.

  15. To lead a camel blessing ceremony. No other kind of herd animal is a suitable substitute.

  16. A musical performance with a horse-head fiddle.

  17. To trade, but they won't trade unless the initial snuff bottle gift exchange occurs.

  18. A betrothed from the clan.

  19. A secret ritual to be performed. They won’t share what the ritual is (but other local god-spirits might know).

  20. A soul.


In exchange, they offer… d6

Players may make specific requests if they have them. Spirit-gods react according to their temperament.

  1. Scouting a neighboring tile

  2. A gift of a sundry, a provision, or even a treasure

  3. Extra 1d6 on all rolls for the next day

  4. Sharing a point of interest rumor or a detail about another group 

  5. Extra 1d6 for rolls pertaining to the spirit-god's domain as long as they remain in its favor.

  6. A gift of d6 herd animals. Roll for which kind.

Comments

Popular posts from this blog

Seven Part Pact: An Extremely Complicated Game about Extremely Complicated Men