Tuesday, December 22, 2020

The When That Never Was

This place is so very much like your home. The hills are where they are in your village. And, yes, villagers fill this place too. The trees are gone or they are different, you are pretty sure that kind doesn't even grow where you come from, right? So exotic, but so familiar, you begin to see that these people are not strangers at all. Rather, they are the people you have grown up with your whole life. You are beginning to remember. Of course, how silly! You can't believe you forgot your wife's face for even a second! Not to mention your kids. The big folk, and the debt you owe them, how could that have been gone? And to have forgotten the Earth Mother? It sends a shiver down your spine.



You wake up shivering. It was so very much like home. Perhaps, you entertain, your home as it was a thousand years ago? You shake your head. History is a fickle study, but the names and practices you dreamt and are never were. The things you knew and know are and were impossible. But the you you were when you slept did not disappear when dreamer woke. It is part of you now. Maybe even most of you.


Hill Giant Shaemin:

Your foreign, primordial connection to the World Mother has taught you how to take some of her boons. “Philosophers” may call this magick, but you know it is merely the spirits of the world calling to the spirit in you. These boons are not as flashy as a wizard’s spells, but more dependable.


A: +2 Boons, Memories of a When That Never Was, Commune With Spirits

B: +1 Boon, Fetishist

C: +1 Boon, Shape Geography

D: +1 Boon, Shapeshift 


Boons: The Hill Giants are mightily pleased to have smallfolk serve as their clerics. You channel the boons of the World Mother in a ritual at the beginning of each day. These boons lie dormant in you (or in allies who are part in the ritual), taking the form of living tattoos that roam across the participant’s skin until expended or until midnight. A character can hold a maximum number of boons equal to their wisdom-10 (minimum 1), +2 if they are giant.


Memories of a When That Never Was: You are the reincarnated memory of a person from a place that is impossible. The memories and upbringing of this person are very similar to your own, but with important and impossible differences. You will have to deal with the knowledge that all of the people you knew and loved are either dead, not born yet, or in another reality. Once per day, you may consult these memories to tell you lore about a person, place or practice. Gain a +4 bonus to such a roll, but gain a 3 in 20 chance to critically fumble.


Commune With Spirit: You may enter a mystical trance through the kind of bodily deprivation that usually causes hallucinations. While entranced, you can talk to nature spirits and learn their relationship with the folk who live nearby. Earth and especially Hill spirits are particularly favorably inclined towards you. Any who share in your deprivation can witness everything you see in your trance, but are likely to offend the nature spirits if they are anything other than perfectly polite.


Fetishist: if you are wearing a skull on your head, increase critical success threshold on attack rolls by 1.


Shape Geography: working over time, you may alter a natural landscape, raising and lowering land, channeling riverbanks, and altering soil composition. Over the course of eight hours, one could build a ridge or ravine 40 ft high and 250 ft across, turn clay-heavy soil into soil better for crops across 1,000 square ft of farms, or raise a large hill into a plateau. This cannot be used on manmade structures, or to excavate underground. You have a strong compulsion to recreate the landscape of the home were you dream you grew up.


Shapeshift: you may assume the form of any natural feature, plant, nature spirit, or animal that is notable for living on or near hills (ants, for example) you have forged an alliance with. Maintaining the form is effortless after a one minute ritual of beseechment, but using the magical or exemplary abilities of the form is likely to cause fatigue. If you take the form of a hill or mountain, you may cause avalanches and mudslides without causing fatigue.


Boons

Totemic Polymorph:

Grow the physical feature of an animal you have seen (wings, opposable tail, beak, etc) specified when imbued. Disappears after a period of time based on utility (wings disappear after 5 minutes, opposable tails after 1 hour, etc)


Cat’s Luck:

9 seconds after expending Cat’s Luck, you can go back in time to just after you expended it (if you are still alive.


Spirit Surge:

+2 to an ability score (decided when  imbuing the Boon) for ten minutes.


Discourse With Nature:

Hold a conversation with a natural feature (plant, animal, rock, waterfall, etc). Most non sentient natural features have a Sovereign who has regal authority over them, and who they will obey without question. (A layer of mica might tell you where to find the Mica Marquis, with whom one might be able to forge an alliance to call upon the aid of all the mica in the realm in exchange for implementing certain quarrying practices) 

Location: The Hills of Hunger

  Location: The Hills of Hunger Having recently enjoyed Phlox’s hex in the earnest fantasy style of Deltora Quest , I thought I would try my...