Slave Maker


Disclaimer: There is no intention to cause offence to anybody in any way with this Campaign Setting. The need for new worlds of adventure and storytelling means travelling beyond the previously copyrighted tropes of the industry to get inventive with exciting situations which many people are afraid to touch on. If you do not like it, nobody is making you play it. 

Slave Maker ™ is a ttrpg inspired by WotC decision to remove slavery from their re-release of D&D's Dark Sun campaign world. "Every action has an opposite and equal re-action." This blog is the reaction to the attempted nice-ification of the RPG community by WotC. Some of us live in a more gritty real world than the pink fluffy la-la-land WotC intend to sell to whoever buys their products. This game is intentionally politically un-correct. It pushes into directions WotC are pushing away from. There is a need for this outlet in the community. Human Nature being what it is. The creators can differentiate between a work of fiction and the real world; therefore the use of fantasy games as a safety outlet for exploring the darker side of human nature is preferable than actually doing this stuff for real. Real world slavery is not encouraged, endorsed or enabled by the existence of this fantasy product. 


Slave Maker ™ is a world where the Slave economy is bustling. There are continents of savages who can be captured and subdued into slavery. There are ships. 

The skin colours of the people on this world is; Green and Blue. The Blue Skins live on a desert continent. The Green Skins live on a tropical Rainforest continent. There is racism between the two groups. 

We are using the same continents and world as previously used in the RPG Campaign World: Wild Witch Wood West, however his game is set thousands of years before the events of that Campaign Setting. 

The Blue Skins are tribal. They have been enslaving each other for longer than history can remember. The Green Skins are tribal. They have been enslaving each other for longer than history can remember. It is a slave world. Slavery is natural and a part of life for everybody. 

In recent generations, explorers from the two continents have been interacting. Brave green-skin sailors from the Rainforest continent crossed the ocean and arrived at the Desert where they were captured and forced into servitude of a blue-skin tribes King. Brave sailors of the blue-skin tribe were sent to cross the ocean to construct more ships and to capture more green-skin slaves. They were captured by the green-skins and forced into slavery. More adventurers from both continents continued to cross the ocean for the same purpose. So it continued. 

The Player Characters in this game can come from a variety of available backgrounds. One option is that they are the crew of a ship whose mission is to cross the ocean, harvest exotic materials (glass, wood, foods, livestock, slaves) and return to their own tribe. Although there are not many ships in existence, they have somewhat of a pirate mentality toward other ships who are after all from other tribes. The tribes are all small enough to typically afford only one ship, if any at all. All of the tribes featuring at the forefront of the Campaign Setting at this point are coastal tribes; either blue-skinned desert dwellers or green-skinned rainforest dwellers. 


Ship Types: (listed in order of commonality): 

Canoe, Raft, Boat, Small Ship, Large Ship, Huge Ship (mythic) 


Although all ship types are theoretically capable of crossing the ocean, most of them are for rivers or coastal. This is a fantasy world which is not bound by the historic development of ship types from planet earth.  Obviously there are less ships on the desert continent although tree-lined oasis, rivers and wooded coastal regions exist to provide sufficient resources for populations. This game is set during an era of the discovery that exotic slaves from overseas can be acquired, making the risky ocean crossing worthwhile for many slavers. 

Most of the game is not intended to be set on the seas. The game can be played in several ways, it is versatile. A focus of the game is an exploration of dehumanisation processes. It is only in this backdrop that we can accurately appraise the value of Humanitarianism. 


Slave Markets 

Coastal travel is the most common long-distance form of travel simply because it is faster, easier and cheaper. Dockside slave markets are the most common and fetch the best prices, where inland slave markets generally raise the prices of slaves due to logistical costs. 

Types of Slaves:  Meat-slave, Sex-slave, Breeder, Labourer, Craftsman, Wisdom-Holder. 



TBC 





Blogging Vs Selling


Why I Put My Game Designs on a Blog Instead of Selling Them


People sometimes ask why I publish my game designs as blog posts rather than packaging them up and selling them "properly".

I did try the commercial route. I released a product on DriveThruRPG. I even paid the British Trademark Office so I could put the ® symbol on it instead of a plain ©, thinking that would give me stronger proof of ownership if anyone ever challenged me. After my product was already out, someone else released a product in the same field under the exact same title. I contacted him. He told me to fuck off and blocked me from all social media channels. I had no postal address for him, so taking it to court was impossible. I complained to the platforms selling his work. They essentially shrugged and said they would only act if a judge ruled it was intellectual property infringement. He went on to make podcasts and YouTube videos about his product using that same title. In the end I stopped chasing it. The evidence is still online for anyone who cares to look. Life’s too short.

That episode taught me a few useful things.

People will take what they want if they think it’s good. That should not stop you from making the work. Treat it as confirmation that the idea had value. I also learned that most people will only pay for something if it is either dirt cheap or conspicuously expensive. Anything in the middle struggles. Charging money reduces the number of people who ever see the work. Releasing it free on a blog, by contrast, puts a clear date stamp on it and gets it in front of far more eyes. Somewhere among those eyes is the person who will actually play it, talk about it, reblog it, or make a video. That is how momentum builds.

The point of these games is to be played. Fun is the product. The odds of a solo indie designer making meaningful money from a single release are low. So I made a deliberate choice: put everything on the blog. If I later turn a set of posts into a clean PDF with decent layout and some illustrations, perhaps even as a hardcopy print-on-demand, maybe people will pay for the convenience. Until then I would rather be a designer people have actually heard of than an expensive nobody sitting on work no one has seen.

What I call game design has two parts: the rules and the worlds. The worlds are what I love. Good mechanics should serve the world. They should flavour it, reinforce its logic, and stay out of the way of the story the players are telling together. The longer I do this, the more I want the rules to be simple. Mechanics that interrupt storytelling are a waste of everyone’s time. Overcomplicated systems that take hours to learn before you can even start playing are a particular nightmare, and it is surprisingly easy to fall into that trap when you are deep in the design process.

So the blog remains the main channel. It is fast, date-stamped, visible, and free of the usual commercial friction. The work gets out. People can use it. And if something later proves worth packaging more carefully, the foundation is already there.




VILE the Black Orb

 

VILE the Black Orb


The Black Orb is an enigmatic dimension tied to the spiritual mechanics of Geas distribution. It is a manifestation of the Void, given form and function by the web of Confessional Shrines scattered across the swamp world. A timeless, spaceless construct, it exists as a liminal space between life, death, and rebirth.



Role of the Black Orb
  1. A Geas Spirit’s Penance
    • Upon death, individuals who accept this unique Geas are bound to the Black Orb, becoming Geas Spirits. Their task is to relay Geas to the living.
    • The number of Geas they must distribute corresponds to their Graft Rating (a measure of their strength, determination, and karmic load).
    • Only after fulfilling this task can the spirit relinquish all attachments and dissolve into rebirth.
  2. Confessional Booths
    • The Black Orb connects to the physical world through the Confessional Booths—windows into the Orb scattered across villages, towers, and shrines.
    • These booths serve as portals through which Geas Spirits deliver their tasks to the living.
    • Villagers believe the booths channel the direct wisdom of the Void, guiding both spirits and mortals toward karmic balance.
  3. The Path to Rebirth
    • Once a Geas Spirit has completed its tally of Geas, it is no longer bound to the Orb.
    • portal of incarnation opens, guiding the spirit to its next life based on its accumulated karmic progress.
    • The more balanced and fulfilled the spirit's work, the more favorable its next incarnation.


Geas Spirits and Their Tasks
  1. Instruction from the Orb
    • When approaching a Confessional Window from within the Black Orb, the Geas Spirit receives the words it must relay. This instruction is experienced as an unshakable knowing or a whispered command from the Void itself.
    • These tasks are always aligned with the spiritual and practical needs of the recipient, balancing karma.
  2. Traversal Between Dimensions
    • A Geas Spirit can enter the physical world through any Confessional Shrine.
    • They always know which window leads to the person most in need of their assigned Geas.
  3. Communication Within the Orb
    • Inside the Black Orb, Geas Spirits communicate freely. This interaction allows them to exchange wisdom, seek advice, or share insights about their tasks.
    • This shared consciousness fosters a collective understanding of karma and spiritual balance.


The Experience of the Black Orb
  • The Void Made Visible:
    The Black Orb is an expanse of shifting darkness, punctuated by glowing Confessional Windows, each opening to a specific shrine in the physical world. These windows emit faint, spectral light, illuminating the spirits’ path.
  • Timelessness:
    Geas Spirits perceive time differently within the Orb. They feel neither the weight of eternity nor the pressure of urgency. Instead, they exist in a state of fluid awareness, focusing entirely on their task.
  • A Path of Redemption:
    The Black Orb is both a prison and a sanctuary. For some spirits, it is a place of penance; for others, it is an opportunity to progress toward enlightenment and rebirth.


Narrative Hooks and Consequences
  1. Becoming a Geas Spirit:
    • Characters may encounter the opportunity to accept this unique Geas as part of their spiritual journey.
    • This decision could serve as a climactic moment in their story, forever altering their trajectory.
  2. Encounters with Geas Spirits:
    • Travelers may witness spirits materializing from Confessional Shrines to deliver messages.
    • These encounters can be profound, cryptic, or even unnerving, depending on the spirit’s tone and task.
  3. Interaction with the Orb:
    • Characters skilled in Shadow or Void magic may attempt to interact directly with the Black Orb.
    • This could allow for unique storylines involving spiritual espionagekarmic manipulation, or direct confrontation with the Void’s will.
  4. Rogue Geas Spirits:
    • Not all spirits are compliant. Some rebel against their task, attempting to flee the Orb or manipulate their assigned Geas for personal gain.
    • These rogue spirits could become adversaries or allies, depending on their motives.


Themes of the Black Orb

The Black Orb emphasizes themes of:

  • Redemption: Completing the Geas tally allows a spirit to move toward rebirth.
  • Fate and Free Will: While bound to a task, the spirit retains its personality and perspective, influencing how it delivers its Geas.
  • Mystery and Cosmic Order: The Orb exists as an enigma, a manifestation of the Void’s inexplicable design.


In the swamp world of VILE, the Black Orb stands as a metaphysical anchor, intertwining the living and the dead in a perpetual dance of karma and consequence.




V I L E




VILE trolls

 

VILE Trolls : The Degenerate Demi-Humans of the Swamps


Trolls are degenerate creatures that embody the filth and hostility of the swamp. They are pallid, malformed humanoids with twisted features, lank greasy hair, warty skin, and gnarled, clawed hands and feet adapted for life in the mire. Their webbed extremities allow them to move surprisingly well through the muck, though their gangly limbs make them awkward on dry land. Trolls are inherently cruel, malicious, and obsessive, driven more by base instincts than any semblance of higher intelligence.


Behavior and Lifestyle
  • Solitary or Small Groups: Most trolls are solitary creatures, but smaller ones often band together in loose, chaotic groups for survival or to bully others.
  • Lack of Culture: Trolls have no crafts, no fire, no tools, and no clothing. They lack the ability to create or innovate, relying solely on brute strength and cruelty to sustain themselves.
  • Territorial Raiders: Trolls are opportunists, often taking over abandoned towers or islands for shelter. They occasionally raid human settlements, though they are typically deterred by organized resistance.
  • Resting Habits: Trolls sleep standing in the mire, hidden in dense swamp vegetation, or perched awkwardly in trees.
Strengths and Weaknesses
  • Strengths: Trolls are physically strong, with claws that can rend wood and flesh. They are incredibly resilient, seemingly impervious to minor injuries. Their webbed feet allow them to traverse the swamp with ease.
  • Weaknesses: Trolls are unintelligent and predictable, easily outwitted by clever opponents. They have a fear of fire and strong, sharp-smelling substances like swamp resin, which can be used to drive them away.


Scenario Briefs

1. Encounter with a Lone Wandering Troll

A lone troll, named Grunkle, prowls the swamp near a narrow path used by villagers. It’s scrawny but wiry, with sharp claws and an insatiable appetite for cruelty.

  • Setup: The characters come across a makeshift barrier of brambles and swamp weed strung across their path. Grunkle lurks nearby, waiting to ambush anyone who attempts to cross.
  • Details:
    • Tactics: Grunkle uses the swamp terrain to its advantage, attacking with hit-and-run tactics and retreating into the water when injured.
    • Resolution: Grunkle can be driven away with fire or tricked into stepping into a boggy sinkhole. Its crude "treasures" (bones, shiny stones, bits of resin) can be found in a hidden cache nearby.

2. Encounter with a Group of Small Trolls

A band of five small trolls has taken up residence near a swamp crossroads. These trolls, led by Warty, have been harassing travelers, stealing food, and blocking passage.

  • Setup: The group is discovered throwing rocks and jeering at a stranded skiff, its occupants trapped on a sandbar.
  • Details:
    • Tactics:
      • The trolls work as a chaotic pack, swarming their victims but prone to infighting.
      • They throw mud and swamp debris to distract, then lunge with claws and teeth.
    • Complications: The trolls scatter if one of their number is killed, but they may regroup later.
    • Resolution: The characters can fight, scare them off, or bribe them with food. Their lair, a hollowed-out tree, contains stolen goods.

3. Encounter with a Large Troll in a Ruined Tower

A massive troll named Groth has claimed an island with a ruined tower. It has been terrorizing the area, stealing livestock from nearby villages and attacking anyone who ventures near.

  • Setup: Villagers hire the characters to drive off Groth. The island is surrounded by treacherous swamp waters, and Groth has reinforced the tower with debris and muck.
  • Details:
    • Groth's Strengths: Groth is twice the size of an average troll, with immense strength and crude intelligence. It uses large branches as clubs and has turned the tower's broken walls into a crude lair.
    • Tactics:
      • Groth defends its territory fiercely, hurling debris from the tower before engaging in close combat.
      • The tower itself is precarious, with weak floors and collapsing walls.
    • Complications: The swamp around the island is full of pitfalls and may contain smaller trolls or swamp creatures.
    • Resolution: Groth can be killed or driven off, but the battle may destroy parts of the tower. Hidden in the rubble is a mysterious sigil carved into stone, hinting at the tower's original purpose.


These scenarios showcase the unpredictability and menace of trolls in the swamp world, offering a variety of challenges for players to navigate.




Troll Personality and Behavior 3D6 Chart

Roll 3D6 to quickly generate a Troll's personality and behavior traits. The result corresponds to one of the following combinations of traits.

Usage

  1. Roll 3D6.
  2. Match the result to the chart to determine the Troll's dominant personality or behavior trait.
  3. For added complexity, roll additional traits (up to 3 total) and combine them for a more dynamic troll.

This system is ideal for quickly defining Troll NPCs or creating random encounters with colorful, chaotic personalities.


3 - Cruel Sadist

  • Takes joy in causing pain or discomfort.
  • Exploits others' weaknesses for fun.

4 - Cowardly Saboteur

  • Strikes from the shadows, avoiding confrontation.
  • Refuses responsibility for harmful actions.

5 - Petty Squabbler

  • Picks unnecessary fights over trivial matters.
  • Focuses on being “right” rather than resolving issues.

6 - Blame-Shifter

  • Avoids accountability by deflecting blame onto others.
  • Dodges consequences with lies or excuses.

7 - Envious Underminer

  • Resents others’ success or happiness.
  • Undermines or diminishes achievements out of jealousy.

8 - Shadow Lurker

  • Hides identity to evade consequences.
  • Uses disguises or false personas to deceive others.

9 - Sarcastic Cynic

  • Undermines others with cutting sarcasm.
  • Masks insults or hostility as humor.

10 - Conflict Escalator

  • Thrives on intensifying arguments or disputes.
  • Stirs the pot to maximize chaos and division.

11 - Manipulative Deceiver

  • Twists words and situations to confuse or control others.
  • Exploits trust and vulnerabilities for personal gain.

12 - Thrill-Seeker

  • Trolls for excitement, entertainment, or boredom.
  • Treats serious situations as games or jokes.

13 - Reactionary Hater

  • Responds with blind hostility to new ideas or challenges.
  • Fueled by gut-level disdain for change or differing views.

14 - Greedy Opportunist

  • Exploits situations or people for personal gain.
  • Obsessed with acquiring resources, power, or wealth.

15 - Dominance Player

  • Uses intimidation, coercion, or control to assert power.
  • Restricts others’ choices to maintain superiority.

16 - Competitive Braggart

  • Obsessed with one-upping others in all situations.
  • Boasts or dismisses others’ successes to appear superior.

17 - Malicious Grudge-Holder

  • Pursues relentless revenge, regardless of scale or consequence.
  • Harbors grudges for extended periods to fuel unnecessary conflict.

18 - Provocateur

  • Enjoys stirring conflict and shocking others.
  • Pushes boundaries to provoke strong reactions.




V I L E





VILE the Oreum

  

VILE the Oreum


The Oreum: Metal and Its Use in the Swamp World

Metal is a rare and prized resource in the swamp world, known as The Oreum, and its extraction, refinement, and usage are integral to both survival and advancement. The bronze-age technology level means that while tools and weapons of bronze are attainable, the scarcity of raw materials makes magical intervention a critical part of the process. Here's an expanded exploration of how Oreum shapes the world:



Mining Oreum: Rocky Islands
  1. Geography:
    • Oreum is predominantly found in rocky outcrops or isolated swamp islands with a stable foundation.
    • These outcrops are rare and difficult to locate due to the shifting swamp mists, making them highly coveted and often contested.
  2. Mining Challenges:
    • Tunnels are prone to flooding, meaning mining requires careful planning and often magical reinforcement.
    • Miners rely on Purify and Binding Sigils to keep tunnels stable and remove water seepage.
  3. Swamp Knight Protection:
    • Mining operations are often guarded by Swamp Knights or mercenaries, as they attract Wraiths, bandits, and rival factions seeking to claim the resources.


Refinement of Oreum

To make Oreum usable, it must undergo either magical or manual refinement. Each method carries its own risks and rewards.

Magical Refinement

  1. Spells Used:
    • Purify + Stone: Removes impurities and separates metal from ore.
    • Shaping + Stone: Molds the refined metal into desired forms (bars, tools, weapons).
    • Clone + Metal: Creates duplicates of refined items, though imperfections are common, influenced by the caster’s Tone:
      • Harmony: The clones are stable but slightly less durable.
      • Deviance: Clones are sharper or more dangerous but prone to unexpected brittleness.
      • Toxicity: The cloned metal may have strange, volatile properties (e.g., faint corrosion).
      • Purity: Closest to perfect clones but slow to produce.
      • Filth: The clones may retain impurities, leading to a crude but usable form.
      • Nothing: Creates a shadow-metal replica that is ephemeral and less tangible.
  2. Advantages:
    • Faster and more efficient than manual methods.
    • Requires minimal physical infrastructure.
  3. Disadvantages:
    • Drains significant Power from the caster, especially for large-scale refinement.
    • Risk of spiritual or magical corruption if handled carelessly.
Manual Refinement
  1. Smelting in Foundries:
    • Ore is heated in basic swamp foundries fueled by charred swamp plants or gas deposits.
    • Refined metal is shaped into ingots for later forging.
  2. Swamp Forge Crafting:
    • Blacksmiths use primitive bronze-age techniques to create tools, weapons, and sigil-embedded items.
    • Tools often incorporate BoneQuartz, or Plant fibers to augment metal scarcity.
  3. Advantages:
    • Requires no magic, making it accessible to those without magical training.
    • Produces stable, predictable results.
  4. Disadvantages:
    • Extremely labor-intensive and slow.
    • Inefficient compared to magical refinement.


Magical and Mundane Uses of Oreum

Weapons and Tools

  1. Weapons:
    • Bronze-age weapons such as spears, swords, and axes.
    • Magical reinforcement through Purify or Shaping Sigils ensures durability and sharpness.
  2. Tools:
    • Essential for construction, farming, and swamp survival.
    • Enhanced tools may include Bone or Quartz to offset metal scarcity.


Sigil Embedding

Metal items often become Sigil vessels for spells:

  • A bronze dagger inscribed with Binding + Shadow acts as a spirit trap.
  • A hammer engraved with Amplify + Stone can smash through rocky defenses.
  • Jewelry with Clone + Flesh can replicate healing properties when worn.


Cultural and Economic Impact
  1. Symbol of Status:
    • Oreum-based items are rare and signify power and influence.
    • Knights, cult leaders, and Guild agents often display metal artifacts as a mark of their status.
  2. Trade and Conflict:
    • Rocky islands with Oreum deposits are trade hubs and sources of constant conflict.
    • The Guild Confessional uses refined Oreum as a backing for the value of Gilt coins.
  3. Religious Use:
    • Temples and shrines often incorporate refined Oreum into sacred objects.
    • Oreum is believed to have spiritual resonance, particularly with the Tones of Purity and Filth.


The Future of Oreum

As the swamp world evolves, the use and value of Oreum remain central to its culture, economy, and spirituality. The balance between magic and manual labor shapes the lives of its denizens, while the scarcity of metal ensures that its extraction and refinement remain both a boon and a source of strife.





V I L E



VILE spells

  

VILE Spells


Here is a list of 60 sigils for spells, organised by Control Rune, then Element Rune, with descriptions of their potential uses and their relationship to Tone and Power. These sigils include examples relevant to the magical practices of the characters already invented.


Spells Organised by Control Rune

Activate

  1. Activate + Flame: Ignites a fire. Tones alter size (Purity for a controlled hearth flame; Toxicity for destructive infernos).
  2. Activate + Shadow: Causes shadows to deepen, possibly hiding objects or people.
  3. Activate + Plant: Stimulates rapid growth of plants, useful for creating cover or food.
  4. Activate + Void: Opens a small, temporary rift to the Nothing.

Loop

  1. Loop + Gas: Creates continuous bursts of air (e.g., an artificial breeze or ventilator).
  2. Loop + Stone: Causes rocks to orbit a central point like a defensive barrier.
  3. Loop + Will: Reinforces a repeated thought or compulsion, used for mind control or affirmation rituals.
  4. Loop + Meat: Induces a repetitive motion in a creature’s muscles, such as a convulsive attack.

Invest (Empower)

  1. Invest + Quartz: Embeds magical energy into a quartz crystal, which can store spells or serve as a power source.
  2. Invest + Flame: Supercharges a flame for explosive effects.
  3. Invest + Bone: Strengthens the durability of bones, used in protective magic or healing.
  4. Invest + Swamp: Increases the vitality or corruption of swampy terrain.

Absorb

  1. Absorb + Flame: Draws fire into a container or object, extinguishing it.
  2. Absorb + Shadow: Pulls shadows toward the caster, creating a sphere of darkness.
  3. Absorb + Oil: Soaks up oil spills or fuels mechanisms by harnessing liquid energy.
  4. Absorb + Will: Extracts willpower from another being, leaving them lethargic or submissive.

Restore

  1. Restore + Plant: Heals dying vegetation or replenishes barren soil.
  2. Restore + Bone: Mends broken bones with Purity or regenerates with Deviance.
  3. Restore + Meat: Heals physical injuries or repairs damaged tissue.
  4. Restore + Quartz: Recharges drained magical crystals.

Reflect (Mirror)

  1. Reflect + Shadow: Creates a doppelgänger of the caster made of shadow.
  2. Reflect + Metal: Deflects a physical attack back toward its source.
  3. Reflect + Will: Sends mental influences or spells back to the originator.
  4. Reflect + Flame: Reverses heat or fire-based attacks.

Clone

  1. Clone + Meat: Creates a duplicate body, either as a temporary decoy or as a host for spirit transfer.
  2. Clone + Stone: Duplicates small objects or constructs.
  3. Clone + Plant: Multiplies crops or other vegetation.
  4. Clone + Bone: Generates additional skeletal reinforcements or bone constructs.

Shaping

  1. Shaping + Clay: Molds clay into functional shapes (pottery, tools, or golems).
  2. Shaping + Quartz: Refines raw crystals into intricate forms or amplifiers.
  3. Shaping + Gas: Shapes air into barriers or wind currents.
  4. Shaping + Oil: Reconfigures oil into fuel or traps.

Tensile (Softer / Harder)

  1. Tensile + Meat: Softens or hardens flesh for healing or combat.
  2. Tensile + Stone: Adjusts rock hardness for excavation or weapon forging.
  3. Tensile + Metal: Makes metals more malleable or more durable.
  4. Tensile + Bone: Hardens bones into protective exoskeletons or softens them for reshaping.

Speed (Slower / Faster)

  1. Speed + Gas: Hastens or slows wind currents, useful for transportation or storms.
  2. Speed + Flame: Accelerates the spread of fire or halts it.
  3. Speed + Will: Quickens mental processes or slows someone’s thoughts.
  4. Speed + Shadow: Enhances stealth by synchronizing shadows with movement.

Scale (Amplify / Reduce)

  1. Scale + Plant: Grows plants to massive proportions or miniaturizes them.
  2. Scale + Flame: Enlarges or diminishes a fire.
  3. Scale + Metal: Increases or decreases the mass of metallic objects.
  4. Scale + Void: Expands or contracts a rift into Nothingness.

Binding

  1. Binding + Shadow: Tethers shadows to specific areas or people.
  2. Binding + Bone: Links skeletal constructs into unified formations.
  3. Binding + Swamp: Fixes swamp mists or water to specific locations.
  4. Binding + Flame: Prevents a flame from spreading or escaping a set boundary.

Summoning

  1. Summoning + Meat: Brings forth animal allies or flesh-bound constructs.
  2. Summoning + Shadow: Calls Wraiths or other shadowy entities.
  3. Summoning + Quartz: Summons crystalline beings or magical constructs.
  4. Summoning + Void: Pulls manifestations of Nothing into existence.

Levitate

  1. Levitate + Stone: Raises rocks into the air, either for bridges or projectiles.
  2. Levitate + Bone: Lifts skeletal objects or remains.
  3. Levitate + Metal: Suspends metal weapons or structures in midair.
  4. Levitate + Swamp: Raises swamp water into temporary platforms.

Area

  1. Area + Flame: Engulfs a wide zone in fire.
  2. Area + Swamp: Creates an expansive swampy terrain.
  3. Area + Gas: Spreads a cloud of toxic or healing air.
  4. Area + Plant: Instantly seeds an area with wild plant growth.



Notes on Tones and Power

Tones:

The 
Tone determines the flavor of the spell. For example, Restore + Meat under Harmony heals physical injuries, while under Toxicity, it regenerates tissue but with potential side effects (e.g., mutations).

Power:

he 
Impact of Magic scales based on power levels. A Levitate + Stone spell with 1 Power might lift a small pebble, while 5 Power could suspend an entire island.


These sigils cover the spell types used by characters introduced so far and allow for a vast range of magical creativity, making the swamp world both mystical and unpredictable.


VILE 66 geas

 

VILE 66 Geas


Here is a list of 66 Geas, with 11 Geas dedicated to each of the six Tones. Each Geas reflects the unique qualities and moral nuances of the respective Tone, providing a balance of light, neutral, and dark tasks.


Harmony (11 Geas)

  1. Mediate a long-standing feud between two families.
  2. Plant a sacred grove in an area scarred by war.
  3. Escort a lost spirit to its proper rest.
  4. Rebuild a destroyed bridge that connects isolated villages.
  5. Compose and teach a healing chant to a village elder.
  6. Collect and preserve the stories of a dying generation.
  7. Sacrifice personal comfort to protect a weaker companion.
  8. Heal a swamp beast wounded by hunters.
  9. Lead a ritual to unite two rival factions under a shared banner.
  10. Banish a toxic shadow Wraith corrupting a settlement.
  11. Abstain from food and water for three days while offering aid to others.

Deviance (11 Geas)

  1. Sabotage a rival’s tower to slow their progress.
  2. Persuade a Guild agent to act against their code of conduct.
  3. Corrupt a spirit ally to serve your personal ambitions.
  4. Forge a powerful artifact using stolen sigils.
  5. Organize a secret rebellion against the Knights.
  6. Smuggle contraband Gilt coins into a heavily guarded city.
  7. Poison a predator to turn it against an enemy settlement.
  8. Seduce a rival’s ally into abandoning their post.
  9. Replace a sacred object in a shrine with a cursed duplicate.
  10. Use a sigil to animate the remains of a long-dead creature.
  11. Lead a group into danger for personal gain, then escape unscathed.

Toxicity (11 Geas)

  1. Infect an entire swamp village with a subtle illness as a test of their resilience.
  2. Brew and distribute a powerful hallucinogen to inspire visions—or chaos.
  3. Spread rumors that destabilize a rival clan's authority.
  4. Bind a toxic spirit to protect a cursed tower.
  5. Destroy a tree that houses a powerful ancestral spirit.
  6. Convince a group of addicts to serve as disposable pawns in your quest.
  7. Lead an expedition into a known cursed region and ensure one member does not return.
  8. Create and unleash a swamp predator to enforce fear and obedience.
  9. Pollute a sacred water source to weaken its protective magic.
  10. Coerce a spirit into revealing forbidden knowledge.
  11. Extract power from a dying ally, leaving them vulnerable but ensuring your survival.

Purity (11 Geas)

  1. Purify an ancient shrine that has fallen into disuse.
  2. Restore balance to a swamp region plagued by unnatural growths.
  3. Protect a child marked for a dangerous Geas until their task is complete.
  4. Retrieve an ancestral relic from a treacherous predator's lair.
  5. Destroy a cursed artifact that has corrupted its owner.
  6. Lead a group of settlers to a safe and fertile swamp island.
  7. Craft a sigil of protection for a village threatened by raiders.
  8. Exorcise a powerful Wraith from an ancient Knight’s tomb.
  9. Protect a fragile ecosystem from destructive invaders.
  10. Sacrifice a personal treasure to restore harmony to a cursed region.
  11. Perform a cleansing ritual in a toxic swamp pool to restore its life-giving properties.

Filth (11 Geas)

  1. Spread chaos by setting loose a plague of swamp pests in a rival’s territory.
  2. Desecrate a holy site to prevent its use by your enemies.
  3. Offer a corrupted sigil to a spirit to bind it to your service.
  4. Infect yourself with a minor illness to study its effects.
  5. Trap a spirit in a decaying object to weaken its power.
  6. Create a swamp toxin that poisons all life in a small area.
  7. Use the flesh of a dying creature to craft a powerful sigil.
  8. Introduce a cursed artifact into a peaceful community to test its resilience.
  9. Destroy a source of clean water to drive a community into disarray.
  10. Bargain with a Wraith for forbidden knowledge at the cost of your own health.
  11. Corrupt a village leader by exposing them to shadow magic.

Nothing (11 Geas)

  1. Meditate for 40 days in total isolation to reach spiritual enlightenment.
  2. Destroy a powerful artifact to prevent it from corrupting the world.
  3. Erase all traces of a person or creature from the swamp’s memory.
  4. Create a Void sigil to sever a spirit’s connection to the material world.
  5. Banish a powerful shadow Wraith to the Nothing tone permanently.
  6. Lead an expedition into a desolate swamp region that defies all natural laws.
  7. Collapse a cursed tower to prevent it from spreading its influence.
  8. Perform a ritual to sever ties between two closely bonded individuals.
  9. Construct a shrine to Nothing in a desolate area as a test of faith.
  10. Offer your most prized possession to the Void in exchange for knowledge.
  11. Render an ancient enemy powerless by banishing their soul into Nothing.

How These Geas Fit the World

These Geas drive exploration, moral choices, and personal growth, shaping the tone and experience of the swamp world. They also interweave with elements like the Guild Confessional, spirits, sigils, and the swamp’s mutable nature, ensuring they are deeply integrated into the game's mechanics and narrative.




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