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1 Seven World Shaking Demigods for RPG © Sorchi Games 2021 All Rights Reserved Art, Design and Text by Carl-Erik Engqvist Image on p.21 is public domain from artvee.com Originally: Victor Hugo, “The Hanged Man”, (Ca. 1855–60) “One does not become enlightened by imagining figures of light, but by making the darkness conscious.” -Carl Jung, Psychology and Alchemy-

The Blessed doom that walks

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Page 1: The Blessed doom that walks

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The Blessed doom that walksSeven World Shaking Demigods for RPG

© Sorchi Games 2021All Rights Reserved

Art, Design and Text by Carl-Erik EngqvistImage on p.21 is public domain from artvee.com

Originally: Victor Hugo, “The Hanged Man”, (Ca. 1855–60)

“One does not become enlightened by imagining fi gures of light, but by making the darkness conscious.”

-Carl Jung, Psychology and Alchemy-

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THE BLESSED DOOM THAT WALKS

Thank you for buying The Blessed Doom That Walks. This is a system-agnostic book with seven demigods for use with RPGs. The demigods work best in the context of fantasy, or a comparative setting to European medieval to early 18th century technology and culture.

A demigod is a person who is the off spring between a god and a mortal, or a mortal who attained divinity after death, or just a minor deity. It could also be used to describe beings so outstanding that they approach the divine in their abilities, or a person with more power than a mortal but less than a god. Some examples of known demigods are Heracles from Greek mythology, the Sumerian king Gilgamesh and his friend Enkidu, Wonder Woman from the DC comic, and the eight-legged horse Sleipnir from Norse mythology. Bear in mind that with-in the context of fantasy there could be plenty of more reasons and methods for a being to ascend to demigod-hood.

Each demigod from The Blessed Doom That Walks comes with 1-2 illustrations, a back-ground text and four D6 tables, that can be used as handouts, starting points or inspiration for your own adventure. The D6 tables are as follows:

1. The adventurers’ goal (suggestions for how to include the player characters)2. The demigod’s goal (how it will aff ect the world/the player characters)3. The demigod’s strength (its most powerful natural ability out of many)4. The demigod’s weakness (how it is defeated/incapacitated)

However, the results from the demigod’s tables will only give you the most rudimentary outline for your own adventures. As such the information in the tables is non-specifi c to work with your world and rules. The demigod is suggested to be used as an antagonist, powerful NPC or ally, or even as a unique patron or minor deity for the players. It can also be used as a force of nature - an external threat that in essence is neutral and uncaring, reserving the role of the players’ antagonist for someone or something else. A few of the descriptions in this book could be considered unsettling for some, but nothing out of the ordinary if you are used to psychological horror games. But reader discretion is advised.

I hope you will enjoy these powerful beings and good luck in your adventures.

IntroductionGod King CuauhtlIce LichMachine EmeritusMartyr of WarMessiah of Thieves Our Lady of FacesWeaver of Dreams

p.3p.4p.8

p.14p.18p.24p.28p.34

D201-34-67-910-1213-1516-1819-20

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The GOD KING Cuauhtl

An ancient plate of gold, supposedly depicting the God King Cuauhtl.

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The GOD KING CuauhtlDuring the reign of the god king Cuauhtl the empire of Itzamatul was experiencing a golden age of peace, progress and prosperity. Architects built pyramids reaching up to the realm of the gods, astronomers mapped the stars themselves for future conquest, and engineers constructed machines and weapons that assured the empire’s everlasting dominance. A traveler through the empire could see fi elds of golden maize covering the land just as frequent as the plates of bronze on its pyramids, while delicious mushrooms were grown deep underground in secret vaults of knowledge. The gods smiled at the empire and regular blood sacrifi ces guaranteed their blessings. It was said that a fl oating fl owership of stone could empty a wild tribe’s village in mere minutes, bringing back the savages to be sacrifi ced the very same day. It was the age of wonders. And from its center, like the spider god in her cosmic web, ruled Cuauhtl. As the absolute monarch the king was both the empire’s civil and religious administrator, assigned by the gods to manifest their will in the mortal realm, but also worshiped as a god in his own right. He and his kin were seen as the descendants of the sungod Hun-Nal-Ye, and as the son of a god no costs were spared to satisfy Cuauhtl’s needs. Concubines with green eyes, sweet food spiced with human blood, silken robes adorned with gold and jade, all available with the wave of his hand.

However, Cuauhtl was not a pampered pup, that still clung to his mother’s teats. He had the blood of warriors and sorcerers in his veins and was well versed in the ways of the jade sword, as well as the secrets behind the dark arts and wondrous technology. He was born and bred to rule. But in the end, he was haunted by the same question all mortal men ask: Why should I die? Cuauhtl was no farmer ploughing fi elds or a fi sherman reeking of today’s catch. He was an emperor, with the resources of Itzamatul at his disposal. To satisfy that which with time became an obsession. All justifi ed by the statement: He who is a god, should also be immortal as a god.

Those that know the legends tell that Cuauhtl built an arcane machine, energized by the sun itself, with complete power over the elements of cosmos. To become immortal, Cuauhtl must fi rst assume the form of a god. The machine would be his ascension chamber, where fl esh, magic and technology would merge into one godlike being. Some say that Cuauhtl had to be-came part of the machine to live forever, others claim the transformation was something that infused him with a true divine spark, and a few malicious voices tell that it was just a form of foul undeath that he created. Whichever form, this chrysalis would take time, even a genera-tion. But he would entrust the empire to his kin and advisors, while he slept and dreamed the dreams of a god. They would wake him when the transformation was complete. Then fi nally Itzamatul would have a true god as its ruler.

The empire that Cuauhtl ruled is no more and few today remember its name. But the chamber of ascension is untouched, with the machine still fulfi lling its role. Cuauhtl sleeps in a pyra-mid, that is a part of an overgrown city, in turn surrounded by jungle. This steaming jungle is fi lled with parasites, diseases, and predators, while the upper part of the pyramid’s crumbling structure is a danger in itself. The lower part is more or less intact, but protected by other means: locked doors, traps and guardians. The presence of adventurers in the lower part of the pyramid will awaken Cuauhtl. Unfortunately, the adventurers will discover that he is not easily defeated and that he has his own goals, that will inevitably involve them all...

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D6 The Adventurers' goal

1The adventures just found an ancient plate of gold (see image on p.4) together with a relatively new map. The map depicts a tropical coastline with a big X inland, close to the shape of a pyramid. Perhaps there is more gold at the X?

2The adventurers are hired by a mining guild to prospect a distant unexplored tropical penin-sula, with some promising mountains inland. On their way through the dense jungle, they fi nd an overgrown cobblestone road leading to the ruins of a city.

3A couple of months ago, an expedition sent out by a merchant’s guild went missing, when it explored a recently discovered tropical coastline. The adventures are hired by the same guild to fi nd out what happened to the former expedition.

4The adventurers are part of an archaeological expedition, with the goal to fi nd the city ruins of an unknown ancient civilization. The old texts and artifacts point to an unexplored tropical coastline and supposedly the capital city if the lost civilization.

5The adventurers are part of a missionary expedition, either as believers or just hired muscle, with the goal of spreading the true faith and converting heathens to worshipers. A tropical coastline with a few simple villages is the expedition’s next goal.

6With the goal of exploring and mapping a recently discovered land the adventurers are part of an exploratory expedition. They have just arrived at a tropical coastline and their ship has anchored while the jungle beckons with its mysteries.

D6 Cuauhtl's goal

1Understanding the cyclic nature of cosmos Cuauhtl predicted the end of his civilization and consciously slept through its downfall. Awakened to a new time he deduces that it is the perfect opportunity to restart his empire, conquests and legacy.

2Cuauhtl was supposed to be awakened centuries ago, but his kin and advisors decided to keep him in stasis while they ruled Itzamatul into oblivion. Today their descendants may be found in the simple peaceful villages close by and Cuauhtl desires to punish them severely.

3Cuauhtl has a great hunger for knowledge and has slept and awakened many times through history. With every awakening, he explores the world and adds new knowledge to his great mind. He cares little for puny mortals, only new knowledge is of value for him.

4When Cuauhtl discovered the existence of a horrible and powerful entity, with its hungry gaze on him and his empire, he decided to sleep longer in his machine out of fear. Now, when he is awake, he dreads that the entity is still out there, waiting for him.

5Cuauhtl is more than ever convinced that he is a god, and a god needs worshipers as well as sacrifi ces. The adventurers are deemed worthy to be his fi rst disciples, and now part of the goal to spread the religion and worship of Cuauhtl over the world.

6The ascension process of Cuauhtl’s machine made him completely insane. Convinced of his complete supremacy and totally unpredictable in his whims, the unfortunate adventurers are his fi rst victims.