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God Forgot Boat Captain

The Invisible God is not like the 'gods' the Orlanthi and other idiots worship. He simply exists and the universe radiates out from him. This layer of the cosmic onion was once a lot better, though you expect most of the stories of it being perfect are a garbage pile of lies. Nothing is ever perfect. Not even the Invisible God. The gods squabbled like morons and broke the world, abandoning your ancestors. They ended up shipwrecked around what is now God Forgot. Even the Sea would not answer their pleas, so they gave up on the gods. Then the Rock of Heaven fell from the sky and it became their salvation. This strange rock / structure was riddled with rooms and machines and inside it, the creatures of Chaos could not come. Further, they discovered many secrets from it which they used to create the city now known as Refuge.

During the Second Age, the God Learners came and the people of God Forgot mixed technology, sorcery and God Learner wisdom. The Rock of Heaven became the Clanking City, home of Zistor the Machine God. Then the EWF, the Orlanthi, and the Dwarves allied to destroy the city and its god. Once again, the natives concluded religion was not worth it and gods fail you in the end.

The Third Age brought first independence, then rule by Belintar. But as long as he got his tax money and rites, he let your ancestors do what they wanted. Now you're independent but everyone wants to conquer you. But you're not in politics, you're just a ship captain, plying your trade.

God Forgot sort of follows the Malkionist Caste System, but the war which trashed the Clanking City led to revisions of it; now you travel to Refuge and take an exam at 18 which determines if you will be an Official, a Soldier, a Sage, a Craftsman, or a Farmer. Officials govern, Soldiers fight, Sages study magic, history, engineering, and other lore, Craftsmen make and operate technologies which have been certified, and Farmers fish and grow crops (And act as teamsters). In practice, most people end up like their parents. Changing your assigned caste isn't impossible, but is very hard. Each caste wears distinctive clothing, dominated by a caste color: White for Officials, Silver for Soldiers, Purple for Sages, Blue for Craftsmen, and Green for Farmers.

You are technically a Sage, who wears Purple, though your 'knowledge' is the knowledge of how to trade, backed up by some sorcery.

You can be male or female; your people abandoned having a separate 'woman' caste long ago.

Take this playbook if you want to be a clever sorceror boat captain who has seen through the lies of the gods and charts his own path.

Pick your Attributes

You have Charm +2, and pick one of the following arrays to distribute among your remaining Attributes:

Choose one of the following arrays:


Pick Two off the list below:


You should pick one of the following Grimoires, then pick 3 Spells you know in the Grimoire. Once you master the Grimoire, you can begin learning spells from another Grimoire or you can propose spells to the MC which you deduce from your current Grimoire; the new spell must fit the theme.

When you cast a spell, roll +Magic: On a 10+: You get 3 hold to spend on the effect. On a 7-9, you get one Hold. On a 6 or less, choose one:


You begin with a small sailing boat suitable for river or coastal travel, along with a five-man crew; they do not fight unless the boat is attacked, but function as a small gang under those conditions. Pick one serious weapon and 3 God Forgot Items.

Serious weapons (pick one):

God Forgot Items (pick three):


Choose one:


Once you earn 5 XP, you can buy an advancement.

After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.


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Last edited April 6, 2019 12:40 pm (diff)