The Eyes of the Gods: 00


by Sierra Dawn and Jason A. Holt


"Yes! Double zero!" Shawn is delighted.

"Why are you so excited?" Carol asks. "That's a critical failure."

"Is it? I thought it was a critical success."

The psychological effect of seeing "00" on the dice persuades players that something unusual has just happened. As a HârnMaster GM, you can play by the book and rule that double zero is just like any other critical failure, you can yield to the pleas of the hopeful and confused and rule that double zero is a critical success, or you can succumb to your own inner Demon Pameshlu and rule that double zero is an unusually nasty critical failure. But why make any ruling at all when you can let the gods decide?

Under this optional rule, a roll of "00" means that one of the gods or demigods is watching the character's performance. Whether this is good or bad depends on how pious the character has been and who is watching.

To determine which being is watching the character, first roll a d30 and consult the table below.


Who is watching? d30

No.

Divne Being

No.

Divine Being

No.

Divine Being

1

Character's Deity

11

Character's Deity

21

Character's Patron

2

Alternate Deity

12

Alternate Deity

22

Character's Patron

3

Character's Deity

13

Morgath

23

Character's Patron

4

Peoni

14

Character's Deity

24

Character's Patron

5

Larani

15

Siem

25

Character's Patron

6

Save-K'nor

16

Ilvir

26

Character's Patron

7

Halea

17

Character's Deity

27

Character's Patron

8

Agrik

18

Character's Deity

28

Character's Patron

9

Character's Deity

19

Sarajin

29

Character's Patron

10

Local Spirit

20

Character's Patron

30

Naveh


Key

Character's Deity

The character is being watched by his or her own deity or by one of that deity's divine servants. To find out which, consult the appropriate subtable below.

Alternate Deity

The character is of special interest to another deity. In particular Peoni and Larani frequently take care of each other's adherents. This also happens to characters who have been converted from another religion or to those whose behavior seems consistent with a different moral code. (For example, a Sarajinian who is exceptionally cruel might attract the attention of one of Agrik's servants.) If none of these apply, treat this result as "Character's Deity" above.

Patron

The character is being watched by his or her patron. A character's personality is often most in tune with one particular servant of the deity. A hard-working Peonian would have Maermal as a patron. A Halean musician would have Dulcia as a patron. A character from a totemist culture has a totem as a patron.

Local Spirit

The character is being watched by a local Ilsiri. This could be the spirit of an object such as a rock or a tree, the spirit of the place such as a mountain or stream, or the spirit of a natural force such as the wind or the waves. In an urban setting, the character might attract the attention of a paving stone or an open fire.



The gods rarely have time to witness events personally. Characters are more likely to attract the attention of divine servants. To find out which, consult the appropriate subtable below.


Agrik: d8

1

Demon Pameshlu the Insatiable, lord of frenzy and excess

2-7

Any one of the eight V'hir, the demon sons of Agrik

8

Agrik himself


Halea: d8

1

Dulcia, Princess of the Harmonic Cascade

2

Elomia, Princess of Enterprise

3

Galopea, Princess of the Feast

4

Sardura, Princess of Golden Wrath

5

Selina, Princess of Abundance

6

Tania, Princess of Brief Ecstasy

7

Thalia, Princess of Fortune

8

Halea herself


Ilvir: d6

1

Chuchlaen Wheelwright, symbol of endless labor and perfection

2

Seafarer Ibenis, symbol of the return of souls to Ilvir

3

Sudelrhynn the Bearer of Loam, symbol of faithful menial servitude

4

Other semi-divine Ivashu

5

The totem Snake, symbol of destruction, creation, and change

6

Ilvir himself


Larani: d6

1

Mendiz the winged lion, sometimes in mortal guise

2

Valamin the Frowner, Larani's conscience

3

Orthas the Knight-Commander of the Knights of Tirith

4

Other Knight of Tirith

5

Larani the Lady of Paladins, epitome of chivalry and duty

6

Larani the Terrible Lady of the Flowing Red, epitome of just wrath

Note: If Larani's aspect as the Terrible Lady of the Flowing Red is inappropriate, roll again.


Morgath: d6

1

Shadow of Bukrai

2

Klyss the Necromancer, sometimes in visible form recruiting souls

3

Myvria the Temptress, sometimes in visible form bargaining for souls

4

Amorvrin, perhaps with ethereal powers

5

Gulmorvrin, perhaps with ethereal powers

6

Morgath himself

Note: The true nature of Bukrai is unknown, so the phenomenon here called "Shadow of Bukrai" may be of different origin than the aura which emanates from some Morgathian entities and artifacts. Here "Shadow of Bukrai" means that the character is seized by a cold chill, and something unusually unfortunate happens.


Naveh: d6

1

Dekejis, bringer of mutilation

2

Gekrish the Hands of Despair, bringer of death

3

Krasula the Hunter of Sleep, bringer of horrific nightmares

4

Vesha the Mouth of Falsehood, bringer of lies and deceit

5

A Lesser Gytevsha

6

Naveh himself


Peoni: d6

1

Belsirasin the Weeper, lord of virtue and truth

2

Maermal Lord of Labor, the diligent ox

3

Tirrala Handmaiden of Renewal, the healer

4

Yselde the Trothmaker, mistress of honorable love

5

Peonian saint

6

Peoni herself


Sarajin: d20

1

Usnarl Lord of Bears, protects the forest and helpless creatures

2

Njehu Lord of Whales, creates storms or rescues mariners

3

Jarlak Carrion Lord, brings mortals (alive) to Sarajin

4

Alaryr, Elkyri of mariners

5-7

Bronwyne, Elkyri who dispenses fate

8-9

Deanaal, Elkyri of honor, oaths, and young male warriors

10

Easlyn, Elkyri of song and poetry

11

Eynwif, Elkyri who guards Meflygur, the sacred tree of Talagaad

12

Freana, Elkyri of music, flowers, and young lovers

13

Gresalyne, Elkyri of female warriors

14

Lynraal, Elkyri with short, violent temper

15

Maarne, Elkyri of agriculture

16

Sendryl, Elkyri of crafts and fertility

17

Ylina, Elkyri of knowledge, poetry, and song

18-20

Sarajin himself

Note: Elkyri often wander the world in the forms they had in life. They may also appear as ravens.


Save-K'nor: d10

1

Althea the Truthsayer, reveals hidden knowledge

2

Argenon the High Riddler, creates and solves puzzles

3

Bronduschithrin the Lord of Lies, creates fiction and legends

4

Deocala the Searcher, seeks knowledge

5

Desaria the Searcher, seeks knowledge

6

Detasia the Searcher, seeks knowledge

7

Thonahexus the Herald of Inor Teth, knows all mortals by sight

8

Yerit the Teacher, gathers non-intellectual knowledge

9

Ilyasha the Teacher, gathers non-intellectual knowledge

10

Save-K'nor himself


Siem: d8

1

Sweldre Prince of Stars, demigod of music, poetry, and writing

2

Sereniel the Judge of Stones, demigod of craft

3

An Asiri, a free air spirit

4

An Elmithri, a free water spirit

5

An Aulamithri, a free spirit bearing messages, dreams, or forgetfulness

6

Local Spirit, an Ilsiri bound to a place or object

7

A totem carnivore such as Bear, Wolf, Fox, or Hawk

8

A totem herbivore such as Mouse, Deer, Rabbit, or Sparrow

Note: It is assumed that Siem has retreated to the Blessed Realm and does not directly observe or interfere with the affairs of mortals.


Examples:

Shawn's character, Bjorgi Feldheim, is enjoying the village dance. Shawn wants Bjorgi to impress the girl he's dancing with, so the GM asks Shawn to roll. Shawn rolls double zero. Shawn borrows Carol's d30 and rolls an 18, "Character's Deity." Bjorgi is a devout follower of Sarajin, so this is the same as if Shawn had rolled a 19, "Sarajin." The GM asks Shawn to roll a d20. Shawn gets a 4, which indicates that his dancing is being watched by Alaryr, the Elkyri who watches over mariners. Because Bjorgi is very pious, Alaryr decides to help him. Bjorgi is struck by the revelation that dancing is like walking on a ship under sail. He gets two skill development rolls on dancing and then Shawn can roll again to see if Bjorgi impresses the village maiden.

If Bjorgi were impious, it is possible that Alaryr would punish him. Perhaps the dancing reminds Bjorgi of being seasick. He suddenly becomes violently ill, making him the topic of conversation for days to come.

The GM could also rule that Alaryr does nothing to influence Bjorgi's attempt to impress the village maiden (Shawn rolls again), but she has been attracted by the dance. She discreetly assumes mortal form and joins the celebration.

The effects of a double zero need not manifest immediately. If the dice had indicated that the dance was being viewed by Naveh's servant, Krasula, Bjorgi might be plagued by nightmares of clumsiness (or the maiden might be plagued by nightmares of dancing with Bjorgi.)


Interference and the Concordat

Gods are limited in how much they can interfere with the others' adherents. As the GM, you determine how these limitations apply. The Concordat prevents Agrik from smiting Bjorgi at the dance, but does it prevent him from encouraging the maiden to be angry at Bjorgi's clumsiness? If Shawn rolls double zero when Bjorgi is trying to block an Agrikan's mace, Agrik may have the power to ensure that the blow does maximum damage. Officially, "00" is a critical failure, and a character who attracts the attention of one of the evil gods should not come out of the experience better than he would have if this optional rule were not being used.

That is why it is best to let the players make these rolls. Then you can say, "Don't blame me. You're the one who drew the attention of Dekejis."