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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.
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Godsbarrow Tabletop RPGs

Godsbarrow: Sou gnomes and Tamosi, the lingua franca in Dormiir

After finishing my region-level work on the Unlucky Isles, I zoomed in on one area of Brundir — Sanχu, one of its eight caθna (provinces). While working on the “place ethnic groups and demihumans” step in Worlds Without Number (paid link), I realized that this was the first time I’ve had to think about language in a context that might impact play.

“Common” is a bit boring, but boy is it useful in actual play. I’ve already established that each of the nations in the Isles has its own language, but I’d like a common language as well. I also haven’t mentioned halflings or gnomes at all in the Unlucky Isles — so what if Dormiir’s “common tongue” is gnomish or halfling Tradespeak?

Shit, gnomish sailors sound awesome, and with water playing such a big role in the Isles, and waterways extending away from it in every direction, a lingua franca based on trade and shipping makes a lot of sense.

So, gnomes! I love gnomes. (This shouldn’t come as a surprise to longtime Yore readers.) And the detour I took while creating Sanχu — which might well have not come up at all without WWN’s steps, or without having just finished the excellent Netflix series Shadow & Bone — is one of my favorite things I’ve created in Godsbarrow to date.

Linguistic touchstone

Tamosi, and Sou and Sirali words in general, are based on Carian. Carian is a dead language which originated in Caria, in Asia Minor. As with the other linguistic touchstones I’m using for Dormiir, I learned about it on, and am harvesting words in Carian from, the excellent Palaeolexicon.

Siral

The gnomes of Siral (“SIHR-ahl”) lived in constant fear of their spiteful, vengeful principal deity, Omob (“Oh-mob”), for whom no amount of obeisance and tribute was ever enough. Some fled, settling in other places throughout Dormiir, but most Sirali believed that if they abandoned — or worse, attempted to kill — Omob, it would destroy the entire world. So they stayed, and they suffered.

Long ago, in a fit of rage at the Sirali, Omob tore an 8,000-meter (Everest-height) mountain from the earth, flipped it over, and smashed it into the center of Siral. The mountain struck like a meteorite and cracked, shedding million-ton rock faces and devastating the region. Uncannily, much of the mountain remained bound together by Omob’s seething magic — so there’s literally a jagged, upside-down mountain dominating the landscape of Siral. It’s a few hundred meters across at its current base (the ground) and half a mile wide towards the top, which is two miles high, and is now called Ntokris (“un-TOKK-riss”, which means “the shattering of our home and our people” in Tamosi).

As a people, most gnomes reached the same conclusion on that dark day: Fuck Omob, fuck having a home that evil prick can destroy, and fuck gods in general. Not all gnomes, of course (species does not equate to monoculture in Dormiir); many stayed in their devastated homeland, fearing a greater cataclysm if they abandoned Omob.

But most of them left, scattering to the four winds in boats and ships, and over generations they established the borderless, landless, boundless “nation” of Souan (“SOO-ahn,” which means “our home is on the water and under the sky” in Tamosi).

The borderless nation and Dormiir’s common tongue

Sou gnomes have plied the seas and rivers of Godsbarrow for ages, connecting faraway countries through trade for many generations — and so their language, Tamosi (“tamm-OH-see”), has become the common tongue of Dormiir, often informally called Tradespeak. While most nations have their own languages, Tamosi is widely spoken throughout the world (and especially in ports and major cities).

As a trade tongue, one reason Tamosi works so well is that it excels at expressing complex concepts with a single, short word — like “Ntokris,” which says “the shattering of our home and our people” in a single seven-letter word of just three syllables.

Sometimes the Sou come together in great moots, anchoring or lashing together their boats and ships and forming temporary floating towns and cities to trade, swap stories, marry, celebrate their freedom from Omob, and mourn their kindred who stayed in benighted Siral.

Sou gnomes are a common sight throughout Dormiir, and they’re welcome almost everywhere. Collectively, they’ve traveled the world more extensively than just about any other group; from shallow water to the high seas, the Sou are everywhere.

(This post is one of a series about worldbuilding with Worlds Without Number.)

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.