Dinsu
The
Peaks of Supine Gods
______
Seven
Days,
Crunching
through snow
______
Gold,
silver,
jewelry, and spices are piled high on racks behind a man wearing rough
furs. Gesturing with a dismissive hand he boasts, “Mere
baubles.
I carry my glory in my veins!”
Rumors
about Dinsu
______
“Trust
me, I heard it from someone whose been there,” mutters a drunk at
the wine sink.
1d10
|
1
|
“They
burn any holy
men they find
at the stake. Or stone them.
I forget which.”
|
2
|
“All
of them
are beautiful, and have you ever seen one get sick? Witches,
all of ‘em.”
|
3
|
“They’re
blood drinkers, and they string up outsiders to sup upon at their
leisure.”
|
4
|
“Blasphemy.
An entire mountain
full of unbelievers?
May
the Gods smite them all!”
|
5
|
“My
cousin married one. He
says he’ll never
come home.”
|
6
|
“Absurd.
They simply
worship their Gods in secret.”
|
7
|
“If
you meet an animal who can speak, run! They’re possessed by an
evil spirit.”
|
8
|
“Don’t
ever get into a fight; if you kill one their whole family will
swear vengeance.”
|
9
|
“Bah!
Who cares? There’s less of them every year. They’ll die out in
a few generations.”
|
10
|
“Those
howls you hear on the wind? Lost souls.
Stay out of the mountains.”
|
Chained-God
Village
Hamlet
______
Snow-capped
peaks soar from side to side, making the valley seem all the more
secluded. Farmers in carefully tended and walled homesteads stop
their labors to peer sullenly at visitors.
Banners
of brightly-painted
and
patterned
cloth
mark the boundaries
of a tribe’s territory.
Outsiders
are shadowed by scouts mounted upon stout looking ponies.
In
one
village, clothes,
flags,
and homes
are
decorated with intricate patterns suggesting the shape of a hawk.
In the next village over, it
is the shape of
a deer.
The
one after that,
a wolf.
Every
village is different. If
you ask, they will tell you they owe the animal their well-being.
The
people here show no fear
of foreigners.
Visiting nobles are treated with no more respect than any other
foreigner. Even kings must wait their turn in Dinsu. There
is no hurry to anything. The normal worries which bedevil
a community aren’t present here. No one is ever on time.
Somewhere
in the
village
is a building
surrounded by layers
of
talismans and rings
of protective
wards. That’s
where the God is held.
In
this Village, the captured god takes the form of a:
1d6
|
1
|
Twenty
meter long Eel. It is kept in a recessed pit, the space between it
and the earth packed tightly with blessed salt and silver needles.
Only its eyes ever move.
|
2
|
Boar
the size of a hut. It
has been run through by dozens of spears, axes,
and swords, pinning
it to the ground
with
the weight. The stench of blood is overwhelming.
|
3
|
Man-sized
eagle with golden feathers, who’s eyes contain the infinite
expanse of the sky. It’s wings and legs have been broken by
hammer blows and it is lashed to a tree.
|
4
|
Cart-sized
trout. Bright,
coppery scales glint
in the town square,
dozens of hooks piercing it’s tail to keep it suspended from a
huge iron gibbet. The mouth gasps for breath.
|
5
|
Pack
of wild goats, all of whom have identical black coats and horn
shapes. They are ritually slaughtered and eaten each dusk, but
reappear in their prison-paddock at dawn.
|
6
|
Lion,
with yellow fur which blazes with the fury of the noonday sun. It
is kept chained under a waterfall, the billowing steam blanketing
the village in a thin fog, day or night.
|
Through
their enslavement
of a divinity, the people of this village gain for themselves:
1d6
|
1
|
Lifelong
health. No matter how old they are, they stay at the peak of
health. They stop visibly aging at 30, but still die of old age
around 150 years old.
|
2
|
Insight.
It is impossible to lie to these people! They gain advantage to
any roll pertaining
to
seeing through deception, illusion, or obfuscation, whether
literal or figurative.
|
3
|
Ferocity
in war. When in what could be considered their “homeland,”
they gain advantage on all combat rolls.
|
4
|
Magical
talent. All of them have the capacity to learn the Art, and while
not all of them may be great, they still know of magic and its
ways.
|
5
|
Unimaginable
wealth. The fish are ever plentiful. Livestock never catch fever
and die. The mines burst with gems and gold. No on ever goes
hungry or lacks for comforts.
|
6
|
Safety
and obscurity. No matter what measures are taken, their homes can
never be discovered or directly threatened by their enemies.
|
In
recompense for this blasphemy, they must suffer through:
1d6
|
1
|
Unnatural
growths, such as horns, vestigial limbs or eyes where there
shouldn’t be any eyes. The severity and form they take is
different for everyone.
|
2
|
Sterility.
People from the village cannot become pregnant or make another
pregnant unless they mate with an outsider.
|
3
|
A
persistent delusion shared by the entire community. This could
take the form of a non-existent menace, paranoia towards
outsiders, or unnerving
myths of
the world around them.
|
4
|
An
inability to dance, make music, produce art, or poetry. Anything
beyond merely stating and recording facts soon becomes
unintelligible nonsense.
|
5
|
Terrible
taboos surrounding an everyday activity such as hunting, courting,
or funerary rites. If these taboos are broken by the community,
the blessing is rescinded for a year.
|
6
|
Ferocious
rages and conspicuous adherence to vendettas. The curse results in
a violent and hair-trigger people who are racked by internal
divisions.
|
There
are ways to increase the powers that the blood of gods in oneself,
namely by consuming more of it. Blood Witches know of more precise
methods. No matter what power they managed to wring from their
captive divinity, no spirit or god will ever regard these folk as
anything other than scum.
If
the god ever escapes, it will not rest until every single person of
the village is dead.
Humble
Hunters of Gods
______
United
by their sins,
the settled
people
of Dinsu are
close-knit and conspiratorial. They
whisper behind your back, and shoot one another glances when you
commit a faux pas. No one
corrects
you.
If
they catch view of holy symbols or idols, they may hiss, or even
exhort you to toss it away. They might even go missing the next time
you go to sleep.
Sparse
quarters
are
traditionally set aside for visitors. Trade is a matter of survival
for the people who live here but
the politeness is always
grudging.
Today,
the village is abustle with:
2d6
|
2
|
The
execution
of
a
captive.
The
ritual wounds have already been inflicted. The crowd’s cheers
and jeers nearly drown out the victim’s screams as they’re fed
to the God.
|
3
|
The
local god’s near escape! It found a way to snap one of it’s
bonds and killed a few guards assigned to it before being wrestled
back into place. Everyone is worried.
|
4
|
A
massive
festival
to honor a
villager’s passing. Intoxication and excess abound. The
grieving family is nowhere to be found.
|
5
|
A
group of traders from the lowlands are hawking their wares and
taking on cargoes. The members of the village do their best to
hide their obvious excitement.
|
6
|
A
local war leader is holding a rally. They’re loudly issuing
boasts, challenges and promises of plunder. They intend to raid a
lowland settlement or a group of nomads.
|
7
|
Favorable
signs have been uncovered by the local scouts, and a group of
hunters is readying to depart to run down the wild game.
|
8
|
A
parody of past rituals of observance to the Gods, the community is
being exalted over the old ways in a public ceremony.
|
9
|
A
marriage uniting two feuding families is being performed in the
public square. The tone is tense but hopeful.
|
10
|
A
public argument between several merchants and the head of a
family. The guards of both groups are eyeing one another down
warily.
|
11
|
Conflict
between two families. A long-simmering slight has boiled over into
open violence. Members of the opposing factions are brawling in
the street while others stare and laugh.
|
12
|
A
band of captured nomads being led through the middle of the
settlement. They are to be taken before the assembled households
to be judged for their many crimes.
|
On
a set of doubles, a small group of nomads is present, and are doing
carousing and exploring of their own.
The
villager you’re speaking to is dressed in:
1d10
|
1
|
Threadbare
rags. They have a hungry look. An outcast who has so far refused
the blessing.
|
2
|
A
woolen
apron
decorated with the tribe’s
animal,
worn
over a dark-furred
robe.
A farmer.
|
3
|
Fur-lined
trousers,
boots, and a coat. They clutch a staff and
wear a broad hat.
A herdsman.
|
4
|
Sheepskins
and a fur coat. Weapons and trophies
hang off
a thick belt. A marauder.
|
5
|
A
brightly
dyed gown
with
a contrasting colored collar. Jewelry and a peaked cap. A noble.
|
6
|
Rough
clothes, leather boots, and a furred hat. Chisels, saws and axes.
A carpenter.
|
7
|
Armor,
with an array of scars and protective sigils painted upon their
skin. A god-guard.
|
8
|
Well-worn
robes. A
bevy of scrolls in a knapsack
and ink-stained fingers. A scribe.
|
9
|
Thick
leather pants, along with a matching shirt and gloves. They reek
of
piss. A tanner.
|
10
|
Fine
robes embroidered with the tribe’s animal, splattered with old
bloodstains. A witch.
|
They
happen to be preoccupied with:
1d6
|
1
|
Buttering
up an outsider, either for the purpose of trade, or recruitment
into the tribe.
|
2
|
Ferreting
out whatever information they can from anyone new to the area.
|
3
|
Cajoling
a visitor, or a junior villager to spy on or raid another tribe.
|
4
|
Hocking
their wares or skills. If you’re not interested they’ll move
on.
|
5
|
Intravillage
politics. They are actively plotting against another villager or
family member.
|
6
|
Relaxing
on a day off. Drinking, talking, and doing drugs. Things are
merry.
|
Outsiders
are tolerated but never embraced until
they ask if
they can
gain the blessing of the god. Then the initiations and
trials can
begin. In
this village they bring others into the tribe through:
1d6
|
1
|
Mind-bending
puzzles and riddles which eventually reveal the tribe’s deicidal
beliefs.
|
2
|
A
grueling and tortuous series of public hazing rituals intent to
cause pain and embarrassment.
|
3
|
A
secret brew of herbs and fungus that open the mind to the
realities of the animal gods. They are also poisonous.
|
4
|
Driven
into the wilderness until exhaustion and starvation brings upon a
vision.
|
5
|
A
trial of oratory in which the initiative is questioned and must
answer under the effects of a draught that guarantees truth.
|
6
|
A
test of skill chosen by the mob by way of shouted votes.
|
Jayanta,
Psychic Mapmaker
Asks
where you come from. Where you’re going. Bids
you to describe the shape of the land of your birth to him. He’ll
dream of it for the next three nights, and then know it as well as
you do.
Quick
hands. Quicker eyes. He can sketch things as you describe them to
him. His store is a dilapidated shack on the edge of the settlement
full of ink-pots and half-finished maps. He’ll sell you them, but
you have to give him enough to make a replacement for what you’re
taking.
Gaurav,
Caravan Guide
She
waits at the base of a mountain pass, sauntering up to the campfires
of foreign travelers. She knows a thousand ghoulish stories, each
more lurid than the last. After she tells a few, she makes her pitch,
“Let me take you up. It’ll be a lot safer that way.”
Most
of the trips
are uneventful, and except for the sense of being watched, safe. Some
end in screams, blood, and half-chewed
corpses.
The untamed God she’s in league with rewards her well and
they’ve both prospered.
Dinakar,
God Hunter
“See
how the birds fly in patterns, and
the plants have prayers written on their leaves? They’re
nearby.”
Every
scrap of skin has been scarred or tattooed with either
a protective sign or
sliced open and had a charm inserted
underneath.
He
looks over his shoulder constantly, and he never relaxes unless his
back is to a wall. He’s not allowed to pay for anything in town.
His father died before 30. He likely will as well.
Apeksha,
Coin
Mage
She
dresses so gaudily that when the light catches her jewelry you fear
you might go blind. She clinks audibly whenever she takes a step.
Even her teeth are made of gold.
The
secret to her wealth is simple: she knows a song her mother taught
her which steals gold. Its never from someone she knows. It
disappears from royal vaults, coin purses, or right before astonished
merchants eyes.
Kuldeep,
Marauder
He
seems to know the resting
place of every stone,
the curve of every trail, and the habits of every animal in
the mountains.
He never speaks,
but always smiles, as if sharing in some private joke.
Kuldeep
traded his voice away to a witch in order to awaken his blood even
further, granting him the ability to sense sentient minds. If he
concentrates, he can hear your thoughts.
Red
Droplets on Snow
______
Here
blood
cannot keep its secrets. One who been taught the ways of Dinsu can
recite
your
lineage
by tasting a drop from your finger, or sniff over a scene violence to
know the face of the perpetrator and
if
the victim still lives.
With
the blood of gods, they can work miracles. But not without a price.
The
Witch who laced your blood with that of a God’s in a ritual told
you that you’ve been given a Boon…
1d8
|
1
|
Your
exhaled breath causes magic to fail. If you respire in a
sorcerer’s face, they cannot weave their spells until you are
forced away. Puff out some air at an illusion, and it is revealed
as a mere glamour.
|
2
|
Through
the recitation of a set of holy syllables, you may make vital
fluids gush uncontrollably out of every orifice of any living
creature within your sight once per day.
|
3
|
The
blood coursing through your veins is highly combustible once it
has left your body. Its flames can never harm you. You can ignite
it by snapping your fingers twice in a row.
|
4
|
Blood
given willingly heals you. Pouring
it on your wounds knits
them shut. Drinking
it cures
diseases or poisons which ail you.
|
5
|
Fresh
wounds on your body empower you with frightful strength, so long as the blood
isn’t cleaned off and the lacerations haven’t been staunched.
|
6
|
You
can sense the heartbeat of any living creature within 100 paces of
you. By way of practice you know the intent and disposition of a
living being by focusing on the sound of their blood pumping.
|
7
|
Speaking
your own
name aloud and splashing your blood upon an enemy, any wounds you
suffer appear upon them as well for the next two days. You can do
this once per week.
|
8
|
By
feeding your blood to a living creature, you can use its senses as
your own no matter how far away you are from them, and even sense
their thoughts. This effect lasts as long as your blood remains
within their system.
|
...and
a Curse...
1d8
|
1
|
Mosquitoes,
ticks, lice, fleas, and other blood-feeding parasites have an
insatiable thirst for your fluids and seek you out.
|
2
|
You
develop features or habits associated with the minor god whose
blood you consumed. These are always clearly inhuman in nature.
|
3
|
An
overwhelming stench of rust hangs upon you like a pall. It drives
predatory animals mad with hunger.
|
4
|
Sometimes
you sleepwalk, and do silly things like trying to weaken the
village god's bindings without getting caught.
|
5
|
People
do not believe your words unless they are provided with
incontrovertible evidence of their veracity.
|
6
|
Trickles
of blood seep from your mouth, nose, and ears constantly. You are
anemic unless you eat accordingly, and it is comically easy to
track you.
|
7
|
Somewhere
on your body is a wound which will never heal. It is serious
enough that infection is always a concern and it must be tended to
daily.
|
8
|
Odd
bulges and serpent-like shapes dance across the surface of your
skin where your veins are present. You cannot wear tight clothing
comfortably.
|

The
Scribe’s Tale
______
The
young man is dressed in a heavy green robe decorated with bands of
cloth of gold. He is setting up a small display stand. As he does so
he cries out for attention several times to the crowd of merchants
before he begins. His tone is stilted. He’s said this a half-dozen
times this season alone,
“By a magnanimous edict by the
elders of this place, it has been decreed that all outsiders must
assent to hear the story of our land’s birth!
The gods
of this land are not so far away, as compared to others. Perhaps it
is because we are so high up in the mountains? Regardless, they dwell
among us. And they were tyrants.
One day, a young couple
from the Village of the Deer were running through a meadow at night
during spring. They had lost track of time and had tarried in the
sacred valley after dark.
The god of that place, a
monstrously large creature with the body a reptile, the fur of a yak,
and the head of a deer, demanded the young woman give her lover over
to their charge in exchange for her own life. In her grief and anger,
she refused and struck the god across the face with a thrown rock.
Enraged,
the divine beast devoured the girl, and spread her bloody remains
across the valley. The young man flew through the night to his
village. On his arrival, he told his family, and that of the woman’s,
what had happened to her. Soon, the whole village was in a wroth.
The village elders, wanting to know the full story, went
to the meadow the next day. They saw the bloody remains, and soon
found the god. Asking it why it had done this, the divine beast
responded that it owed them no answers, and devoured them as well.
The
Village of the Deer forgot their oaths that night. Every man, woman,
and child descended on the sacred valley where the god lived. Scores
died, but they were able to bind the divine beast to the ground by
its own antlers.
They took the blessings that it once
hoarded for themselves. They took the valley. Both would be theirs
forevermore.
You
are dismissed.”