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Godsbarrow Tabletop RPGs

Three small gods: a ship, an inn, and a family of swords

While I was on vacation, away from my Godsbarrow map and the text file where 99% of my notes live, I kept my worldbuilding streak going by emailing myself Godsbarrow ideas. Once I’d done two small gods, rounding things out with a third felt right. I haven’t explored small gods much yet, focusing instead on regional ones, so this was a fun change of pace.

The Spynix Mandus

The Spynix Mandus, the largest pirate vessel in Middenglum’s Red Flag Isles, is in fact a small god. The constant storms, caustic seas, and tearing winds of the region keep it weak by deity standards.

It needs only the worship of its crew to survive, and in the unforgiving environment of Middenglum obtaining even that is a struggle. Most of its crews never even know it’s a god, they just respect its size and power as a vessel. Crews it deems unworthy of it don’t last long.

If the Spynix Mandus ever fell into other hands, more organized than the fractious Red Flag pirates, in calmer waters, and attracted more worshippers, this god-ship would become a force like no other on Godsbarrow.

Polnos Yalba

Polnos Yalba is a small god that is also an inn.

Its location is not fixed. Quite the opposite: Polnos appears in a new location, recharges its spiritual batteries by welcoming guests, and then vanishes without warning, beginning the cycle anew.

It can be a charming place, a terrifying one, a staunch ally, a last-ditch redoubt, or a fickle, fey-touched entity. Its size, style, and other elements often change from one appearance to the next. To date, it has never lingered anywhere longer than a year.

The Selezeer Swords

The Selezeer Swords are a family of blades whose lineage spans centuries. The Selezeer family tree looks much like a human family tree, with generations of swords, child-swords, and branches that bear little resemblance to the trunk.

Each Selezeer sword is a small god. They vary in appearance and motivations, but are always sentient weapons of exceptional quality.

Apart from that, they have little in common. Some branches of the Selezeer family tree are indolent blades, preferring to stay tucked away in their scabbards, while others revel in battle-lust and keep a tally of the lives they have claimed. Some make their nature known to their wielders; others stay silent, never revealing who they are.

Aausti sages estimate the number of Selezeer swords at somewhere between 120 and 200 (although of course they have no way to be certain). Despite the claims made in a popular series of ribald Sou folk songs, it is not known how the Selezeer swords reproduce.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Godsbarrow Tabletop RPGs

Middenglum, part 1: overview, geography, nations, and gods

After roughing in the map and concept for my fifth Godsbarrow region, Middenglum, I tucked into doing proper write-ups

Name the region.

Middenglum is the colloquial name for a region which encompasses the lawless, sparsely populated western hinterlands of Ahlsheyan and Myedgrith, which in turn bleed into territory claimed by no nation — Middenglum proper, home to all manner of ne’er-do-wells. Across the Agunune Sea (“AHH-goo-noon”) is an equally sparsely populated section of Kuruni, all but abandoned by the Kurun as it’s so far from Kura’s stomping grounds.

Long ago, the Ahl named this area Mē Dān Gēŋ (“mee dayne geeng”), which means “land of no opportunities” in Ahl. Despite its inviting protected bays, the whole area is so inhospitable and resource-poor than the early Ahl wanted nothing to do with it, and that has largely held true to the present day. Over time, Mē Dān Gēŋ became “Middenglum,” a dreary place full of society’s dregs and cast-offs. Bandits, pirates, fugitives, and scoundrels of all stripes wash up in Middenglum.

It is also, however, a secret “un-nation.” The territory bounded by the mountains on three sides and the sea on the fourth — Middenglum proper — is the birthplace of the null slimes. Null slimes are a species of sentient, psychic oozes, and they most often dwell underground. Most never leave Middenglum proper. But among those who do interact with the wider world are some of the most sinister threats to surface-dwellers in all of Godsbarrow.

Null slimes have no agreed-upon name for their species, and most slimes do not have or use names for themselves. The most prominent deity in null slime culture is the Absence. To worshippers of the Absence, voids of any kind are sacred: the tunnels they leave behind as they burrow beneath the earth, the absence of life caused by murder, the power vacuum created by an assassination, the black caves they hollow out to form subterranean temples.

Null slimes venerate the Absence in different ways. For many, using their bodies’ natural acidic secretions to sculpt holes and voids in rock, or seeking out places where there is no light or sound, are the best way to practice their faith.

But for others, nothing celebrates the Absence like causing voids out in the world. They plot and scheme, manipulating surface-dwellers to collapse governments, start wars, and hollow out people’s faith in their own gods. Middenglum is a perfect base of operations for them: Pirates and cast-offs come and go all the time, and people with little to lose are often more vulnerable to psychic manipulation. A telepathic whisper or two is all it takes to stow a null slime aboard (hiding, for all purposes invisibly, in the bilges) and begin a campaign of bloodshed on the high seas — and beyond.

Choose about six major geographical features.

  • Agunune Sea (“AHH-goo-noon”), notoriously rough, virtually always windy, and prone to long, frequent, and powerful storms
  • Jōkjār Mountains (“JOKE-jayre”), which hem in Middenglum proper on three sides
  • Go Quietly Strait, which connects the Alpan Sea to the north with the Agunune Sea, so named because sailors know it’s best to “go quietly” through the waters around Ghhol lest they draw the bloodthirsty attention of the Ghhola pirates
  • Slljrrn’s Footsteps, the collective name for the scattering of islands off the coast of Middenglum; legend has it that Slljrrn journeyed to the Unlucky Isles across the water, and wherever he paused on his travels an island sprang up from the sea
  • Twin Deaths Pass, which is the easiest way through the Jōkjār Mountains from a geographical standpoint, but actually the hardest way — because if the horrors from the range to your right don’t get you, the horrors descending from the left will
  • Umbreg Forest, a swath of bandit-haunted woodland notable for its sickly trees and poisonous flora and fauna; null slimes have carefully cultivated these woods as a source of deadly toxins, and many of Dormiir’s nastiest poisons originate here

Create six nations or groups of importance.

Middenglum is the heart of this region, and gives the whole area its name. It’s not a nation per se, as it includes portions of Myedgrith and Ahlsheyan — and its original inhabitants, the null slimes, do not use names. Most people, whether inside or outside of Middenglum, don’t know about the null slimes. Middenglum is a place where the dregs of Dormiir wash up, fight amongst themselves, raid neighboring kingdoms, and take to piracy on the high seas. But its true rulers are the null slimes: sentient, psychic oozes who most often dwell underground. Most never leave Middenglum proper. But among those who do interact with the wider world are some of the most sinister threats to surface-dwellers in all of Godsbarrow.

Ghhol (“GUH-holl”) is the largest island off the coast of Middenglum, a wind-lashed place that somehow always smells like vomit and death. Not a nation in any formal sense, it’s the domain of a sprawling extended family of ruthless pirates who bathe in its stinking pools, and whose diet consists of the mutant fish that dwell in the noxious surrounding waters — and the people aboard the ships they scuttle. They worship Ghhole, a titanic eel several miles long who slumbers coiled in the labyrinthine submerged tunnels that honeycomb the island (deep, deep down).

Consuming the polluted seawater in which Ghhole steeps is part of the Ghhola pirates’ religion, and it makes them fearless and bloodthirsty in battle. Anyone can become a Ghhola pirate. Anyone. You just have to be willing to walk the walk, and you’re in. Despicable folks of all species and walks of life wind up here. (Oddly enough, for the very brave and desperate, Ghhol is also an ideal place to hide. Assuming you can stomach living the life of a Ghhola pirate, that is…)

The Red Flag Isles are collectively claimed by the various squabbling clans that all fly the red flag of piracy. In keeping with the rest of Middenglum, this isn’t a nation in any meaningful way. Red Flag pirates prey on shipping through Go Quietly Strait, and often venture south into the Agunune Sea or north into the Unlucky Isles. The only thing they all agree on is avoiding Ghhol.

Binmeque (“binn-MEKK,” no linguistic touchstone) abuts Middenglum proper to the south. The Binme (“binn-MAY”) have learned how to thrive despite their proximity to the dangers on their northern border. The mountains help, but Binme culture is the key: Starting at age four, every Binme is supposed to learn soldiery and a trade, and one’s usefulness to Binmeque is the hallmark of one’s worth. When someone becomes too old or infirm to fight, they learn to perform other military duties: scouting, observation, logistics, cooking, etc. In essence, virtually the entire country of Binmeque is an army, and every soldier is also a farmer, trader, blacksmith, etc. (Like every society in Dormiir, Binmeque isn’t a monoculture; there are Binme who don’t follow the stereotypical “Binme path” in life.)

One avenue to Binmeque’s continued prosperity lies in providing safe passage through Go Quietly Strait to their neighbors to the west and north. Captains heading to or from the Unlucky Isles often hire Binme escort vessels to accompany them, and Binmeque maintains strategic outposts in Middenglum, the Red Flag Isles, and southern Kuruni to facilitate this business. These outposts are incredibly well supplied and defended — which they have to be, because they’re frequently attacked by pirates, monsters, and raiders of all stripes.

The sparsely populated hinterlands of Ahlsheyan, Myedgrith, and Kuruni are also considered part of Middenglum. Including Binmeque, all four nations bordering Middenglum proper have decided that none of them want this territory.

Identify regionally-significant gods.

The most prominent deity in null slime culture is the Absence. To worshippers of the Absence, voids of any kind are sacred: the tunnels they leave behind as they burrow beneath the earth, the absence of life caused by murder, the power vacuum created by an assassination, the black caves they hollow out to form subterranean temples.

The Ghhola pirates worship Ghhol, a titanic eel several miles long who slumbers coiled in the labyrinthine submerged tunnels that honeycomb the island (deep, deep down). Its body pollutes the waters on and around the island of Ghhole, and the tainted water and resulting mutant fish contribute to the depraved bloodthirstiness of the Ghhola pirates.

The pirate clans of the Red Flag Isles hail from all corners of Dormiir, and tend to worship the gods they grew up worshipping (to the extent that they care about gods at all). No god of the sea wants anything to do with the waters in this region, so no one god stands out among the many worshipped here.

The Binme venerate the Fourteen. This pantheon is composed of gender-neutral, human-looking deities whose apparent age ranges from four to a hundred, with none preeminent over the others. Each oversees an aspect of Binme culture, from various martial roles to farming, sailing, and trade. Most Binme feel closest to the members of the Fourteen who represent their chosen trade and military duties, and learning a new trade or martial role later in life brings them closer to new members of the pantheon. Well-made objects and well-grown crops (and so forth) are believed to contain the spark of a member of the Fourteen, so orthodox Binme strive to always produce their best work in the hopes of thereby attracting the divine.

The gods of Myedgrith, Kuruni, and Ahlsheyan are covered in their respective write-ups.

Unlike my recent previous regions, I haven’t mostly finished the next step — the map — at this point, so next up is putting some more elbow grease into cartography.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Godsbarrow Tabletop RPGs

Roughing in Middenglum, my fifth Godsbarrow region

After wrapping up my fourth region, the Ice Courts, I wasn’t sure what to work on next. I slept on it and decided to fill in the blank tile on my poster-size map.

Growing up on TSR box sets, with their gorgeous rectangular poster maps, I couldn’t resist the urge to finish out a map that shape of my own. So I started my next write-up, fired up Wonderdraft, created an all-water tile to work with, and started roughing things in.

Long ago, the Ahl named this area Mē Dān Gēŋ (“me dayne geeng”), which means “land of no opportunities” in Ahl. Despite its inviting protected bays, the whole area is so inhospitable and resource-poor than the early Ahl wanted nothing to do with it, and that has largely held true to the present day. Over time, Mē Dān Gēŋ became “Middenglum,” a dreary place full of society’s dregs and cast-offs. Bandits, pirates, fugitives, and scoundrels of all stripes wash up in Middenglum.

Middenglum as of February 19, 2022

It took me a few days to get the landmasses and their coastlines right, and my initial concept of Middenglum evolved along with them — which is one of my favorite things about this type of lonely fun. Once I knew I was filling in my poster map, I looked at all of my favorite fantasy stuff and saw that most of it was on that map: dwarves, gnomes, mushroom people, werewolves, wintery places, sword and sorcery weirdness, non-Tolkien elves, and plenty of squabbling nations, intrigue, and skullduggery.

But one thing was missing: slimes. I adore D&D-style oozes, slimes, gelatinous cubes (my favorite D&D monster), molds, and the like.

So Middenglum is the birthplace and homeland of the null slimes, a species of sentient, psychic oozes who most often dwell underground. Most never leave Middenglum proper. But among those who do interact with the wider world are some of the most sinister threats to surface-dwellers in all of Godsbarrow.

Longtime readers may remember null slimes from Bleakstone, the fantasy setting I started developing here on Yore some years back. Like other elements of Bleakstone, they’re an idea I quite like that needs a little refinement. With a few tweaks, they’ll fit right into Godsbarrow.

The map will probably change (I like the strong Mordor energy of those mountains, but right now they look a bit too engineered), and the regional overview still isn’t in its final form — but Middenglum is well underway.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.