Moon Man
Number Encountered: 2d8
Hit Dice: 3+1
Attacks: 2 claw (1d6) OR 1 claw (1d6) + 1 crystal ray (2d6 + see below)
Armor: as chain
Morale: 8
Canine Disdain: If dogs or wolves are involved in a fight with moon men, they have disadvantage on morale checks. However, once a moon man kills even a single dog or wolf in combat, this penalty goes away.
Crystal Ray: 50% of moon men encountered from a moon beam expedition will be wielding pale purple crystals in one hand. These crystals, when focused on a target, emit a warbling ray that deals 2d6 HP damage and 1d4 STR damage on a failed save.
Ill-Suited: Moon men are heavy and clumsy when on the earth. On the earth, moon men will never win chases, ranged attacks have advantage to hitting them, and their claw attacks have disadvantage.
Moon Beam: Moon men crawl down on moon beams to explore and raid the surface of the earth. As a result, moon men can only ever be encountered on the night of a full moon. They grow incredibly sickly and weak if left "down below" for too long.
Raiding: Moon men venture "down below" to steal animals and kidnap people to take to the moon as slaves. They also covet fine and careful craftsmanship. They can be bargained with, although the communication barrier presents problems.
The moon is an evil rock that glares down balefully, and on those nights when its soft, pale, quite pleasant but nonetheless cruel light shines down most brightly on the world, some of its cruel inhabitants can crawl down the strongest of moonbeams and raid what they call "down below." Moon men are hunched over ape-like things with nasty teeth and a hard insectile carapace, slimy red gills pulsating on their squat necks. Up on the moon, they bound through the waving purple grasses like baboons, but down here the heaviness of our world weighs them down significantly. Nevertheless, they brave the difficulty in order to get that which they lack up above: cattle, goats, chickens, and slaves. The closest thing to a domesticated animal that the moon men have are the half-intelligent moon-beasts, which produce a thick milk that forms the basis of the moon man diet, but moon-beasts refuse to do hard work. So, lacking other options, they steal from us. As if living on the edge of the Empire, at risk of raids from desert nomads or dog-headed men wasn't bad enough!
With their limitations down below, however, capturing slaves or even just cows is very difficult. So, some moon men (usually higher-status ones) bring crystals that glow with a baleful energy which burns the skin and withers the bones. By tuning their sensitive teeth to the frequencies of the crystals, these moon men can aim a focused ray of withering energy at a single target. Very often, this ray brings a poor peasant right to the door of death, with just about every inch of skin blackened, but this just makes the moon man's job easier. Once their quarry is completely weakened, they tie them up with purple grass-ropes and drag them back up the moon beam, letting them soak in a healing ooze made from moon-beast milk to bring back their strength and vitality before putting them to work. Since their goal is to enslave humans, generally they will avoid actually killing their target, so even when someone is tied up, a deal may be struck for their release, especially if fine filigreed gold and silver is offered (since their clumsy claws can do no fine handiwork). Very often, however, a family gives up their precious heirloom in exchange for their son or daughter's freedom, only to be raided again on the next cloudless full moon night. It is exceedingly rare for a poor slave to be carted off to the moon and escape to return down below, but there are many who will claim such extraordinary things.
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These moon men definitely don't look like Ray Harryhausen's selenites, but you know I gotta include them somehow |
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Since moon men can only be encountered on the night of the full moon (unless one was captured and kept in captivity in between), I figured its about high time I write up a calendar for King of Kings, something I've been meaning to do for quite some time!
The Enlightened Empire (and along with it most of the societies around it; in my heart of hearts I'd love to write out alternate calendars that like, the Gnostic Elves or the Great East or the dog-headed men use but also I'd be crazy to try and use that in gameplay) uses a lunisolar calendar, 12 months of 30 days with a 13th intercalary month inserted every 4 years, to ensure the calendar more or less lines up with the flow of the seasons. This does mean the average year length is 367.5 days, which is longer than IRL, but for the purposes of running a D&D game I don't want to deal with the metonic cycle, so I can fudge the math a bit, and anyway this is a fantasy world. Every month begins on a new moon (which, since the world in King of Kings is flat, is the literal darker side of the moon turning to face the earth; rather than light being blocked from hitting it, dark clouds are accumulated on one side of the moon, and it takes 30 days for the moon to fully rotate). The year begins on the first new moon after the spring equinox (the midpoint in the sun's procession from its closest point to the world (summer) and its farthest point (winter); the sun moves in a recurring spiralling motion around the world), with a grand New Year festival of varying length taking place in the period between the equinox and the new moon.
The 12 (13) months are:
1: Ashabehesht ("the best for Truth," dedicated to Truth in both its abiding and creating aspects; roughly corresponding (if this was our world) to the latter half of March-first half of April)
2: Thuravahr ("month of strong spring"; roughly April-May)
3: Thaigrasihr ("garlic-collecting month"; roughly May-June)
4: Hordad ("wholeness" or "perfection," an aspect of Truth; roughly June-July)
5: Amardad ("immortality," an aspect of Truth; roughly July-August)
6: Shahrivar ("guardian of metals," an aspect of Truth, considered an auspicious month to begin a war; roughly August-September)
7: Mihr (month dedicated to thousand-eyed Mihr, protector of covenants, and considered an auspicious month to begin a war; roughly September-October)
8: Marukashan ("wolf-killing month"; roughly October-November)
9: Aban ("water"; roughly November-December)
10: Azar ("fire"; roughly December-January)
11: Wahman ("good purpose," an aspect of Truth; roughly January-February)
12: Spandarmad ("holy devotion," an aspect of Truth; roughly February-March)
Intercalary: The Month of the Nameless One (the one month still allowed the chthonic gods, after the dedication of most other months to aspects of Truth)
For official capacities (i.e. the imperial court, the temples, satraps and their hangers-on, etc.), days are reckoned by simple numbering of days each month (i.e. 1 Shahrivar). In real life all 30 days of a month in the Zoroastrian calendar are given a unique name, and that would be really cool and evocative, but its just unfeasible for game purposes. (As an aside, check out this gallery of beautiful calligraphy of the ancient month day names.) The above month names are derived from either the 12 months of the Zoroastrian calendar (but using Middle Persian equivalents for the Avestan names, with some minor modifications) or the months we know from the Old Persian calendar from the Achaemenid period (with names turned into (an approximation of) Middle Persian equivalents; unlike the Zoroastrian calendar, we don't have actual MP versions, so I kinda had to speculate on what the Old Persian words would evolve into; also some of those months (like the "wolf-killing month") we only know from Elamite-language inscriptions, so I kinda had double the speculation there). I get way too into doing research for verisimilitude for things like this. Needless to say, though, while the above takes inspiration from historical and present Iranian calendars, it shouldn't be taken on face value as an accurate reflection on them, Iranian culture, or Zoroastrianism, this is an entirely fictional system of tracking time made for a D&D game.
For the purposes of moon man encounters (and werewolves, while we're at it!), the full moon (both when its at its fullest and when it is technically not a true full moon but still appears full to the eye) lasts from the 14th to the 16th of each month.
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High-relief depicting the royal investiture of Shahanshah Khosrow II, with Mithra (Mihr) to his right and (probably) Nahid (Anahita) to his left, from Taq-e Bostan, Kermanshah, Iran |
Commoners, especially rural peasants, on the other hand, use a 7-day week system to mark the time between regular market days. The weekdays are:
1: Gandom Roz ("wheat/grain day," the market day around which the rest of the week revolves. While other weekdays are dedicated to certain common deities, each village or town's market is governed by a local tutelary deity.)
2: Hvar Roz/Asha Roz ("sun day" or "truth's day," since the sun is often conflated as a manifestation of Truth.)
3: Mah Roz ("moon day," the most scandalous element of the peasant week, at least to the priesthood, since the moon is widely known to be evil.)
4: Tir Roz ("Sirius' day," dedicated to Tir, conflated with the star Sirius, as god of rains.)
5: Mihr Roz ("Mihr's day," dedicated to thousand-eyed Mihr, protector of covenants and watcher of livestock.)
6: Bahram Roz ("Victory's day," dedicated to Victory, conflated with the Red Wanderer, as god of... well, victory.)
7: Nahid Roz ("Morning Star's day," dedicated to Nahid, conflated with the Morning Star, as goddess of love, sex, and bloodshed.)
Check out the page on the week in Encyclopaedia Iranica for more information about the historical inspirations behind this system of days, namely the Sogdian week. Also, keep an eye out for a future post about the major divinities of the Enlightened Empire!
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Mosaic zodiac wheel from the floor of the Byzantine-era Beit Alpha synagogue in northern Palestine |
And, finally, since I'm sure this is more than enough lists of things for one post, the zodiac of the world of King of Kings:
1: The Lamb (12 Ashabehesht to 11 Thuravahr)
2: The Bull (12 Thuravahr to 11 Thaigrasihr)
3: The Mirror (12 Thaigrasihr to 11 Hordad)
4: The Crayfish (12 Hordad to 11 Amardad)
5: The Lion (12 Amardad to 11 Shahrivar)
6: The Grasses (12 Shahrivar to 11 Mihr)
7: The Emerald (12 Mihr to 11 Marukashan)
8: The Scorpion (12 Marukashan to 11 Aban)
9: The Simurgh (12 Aban to 11 Azar)
10: The Goat (12 Azar to 11 Wahman)
10: The Goat (12 Azar to 11 Wahman)
11: The Serpent (12 Wahman to 11 Spandarmad)
12: The Fish (12 Spandarmad to 11 Ashabehesht; during a leap year, all of The Month of the Nameless One is considered to fall under the sign of the Fish)
When creating a character, roll 1d12 to determine which star your character was born under the auspices of. This gives ability score modifiers, gives advantage on a certain type of roll only when the sun is in one's sign, and describes (or at least gives a prompt for) your character's personality:
1: The Lamb (+1 WIS, -1 STR; adv. on saving throws vs. mind-altering effects; meek yet determined, born with a poem in their ear)
2: The Bull (+1 CON, -1 DEX; adv. on saving throws vs. poison and paralysis; intensely stubborn, loyal, and handsome)
3: The Mirror (+1 CHA, -1 DEX; ranged attacks have disadv. against you; self-absorbed, confident, a fragile leader with careless fingers and careless lips)
4: The Crayfish (+1 DEX, -1 WIS; adv. on finding and disarming traps; quick-witted and observant but comfortable in their ways)
5: The Lion (+1 CHA, -1 INT; adv. on hireling loyalty checks; physically strong and boisterous, a natural leader, but not one who always makes the right decision)
6: The Grasses (+1 DEX, -1 STR; melee attacks have disadv. against you; always willing to join up with anything, never quite good enough to excel)
7: The Emerald (+1 WIS, -1 CHA; adv. on initial reaction rolls; as many faces as a jewel has facets, rich in personality but not in friends)
8: The Scorpion (+1 CON, -1 CHA; adv. on damage rolls; hardscrabble and selfish, a poison barb at the ready for those who threaten them and theirs)
9: The Simurgh (+1 CHA, -1 CON; adv. on any save or die roll; kindly and caring, perhaps too willing to give up for others)
10: The Goat (+1 INT, -1 WIS; adv. on saving throws against traps; too smart for their own good, always finding a way into and out of trouble)
11: The Serpent (+1 INT, -1 STR; adv. on ranged attacks; intelligent and skillful, always has a plan up their sleeve, often seen as conniving)
12: The Fish (+1 WIS, -1 DEX; opponents have disadv. on morale checks; an inauspicious sign ever since the Deluge, those born under the Fish are slow and quiet, yet thoughtful and observant, often seeing in the big picture rather than the here-and-now)
And, well, that's enough for now. I want to make tracking in-game time really matter, so I figure this is a good start, with a monster encounter and player-facing rolls affected by the calendar, but there will likely be more in the future! I especially want to figure out ways to make the calendar connect to magic, since magic in King of Kings is derived from the stars. Anyway, hope this has been at least kinda interesting!