Inspired loosely by taichara's Spell Shard Tables. You can dissect, copy, and improve this generator here.
a system for duels
With a bit of adaptation, this can be used for wizard duels, trials by combat, attempts by nobles to ruin each others' reputation, and so on; you just need a situation in which two roughly evenly-matched parties fight with skill, a personal sense of the other as an opponent, and the real possibility of harm.
My quick combat system is designed for combat as war - a disaster that can be prepared for and used for leverage, but in which no interesting tactical decisions take place. This, by contrast, is meant to be "combat as sport" - a fair fight won by whoever can outthink their opponent.
You'll want either a standard 54-card deck of playing cards or the minor arcana of a tarot deck, sorted by suits. Each player adopts a suit (including a Joker each of playing with standard playing cards) as their hand; the remaining two suits (removing the Pages if you're playing with a tarot deck) are shuffled together into a prize deck. Each player adopts one of the shuffled suits to represent what they have at stake (if you're playing with standard playing cards it's probably most convenient to match red with red and black with black; if you're playing with tarot cards, assign according to whatever feels most symbolically apt.)
Each round, turn over one card from the prize deck. This represents the possibility of qualitative injury to the party who adopted that suit as their stakes; that player is defending this round and the other player is attacking. Each player places one card from their hand face-down, then both are revealed.
If the defending player's revealed card is higher in value, nothing happens. Put the prize card into the reshuffle pile.
If the attacking player's revealed card is higher in value, they injure the opponent in the way prescribed by the card. Put the prize card into the discard pile.
If both cards have an equal face value (not including surrender cards, per below), both parties receive the injury. Put the prize card into the discard pile.
If one party plays the surrender card - either a Joker or a Page - then that player has surrendered and the duel ends. Depending on how overwhelmed the surrendering party is and how honorable their opponent is, they might choose to take mercy or not, but either way once one party has surrendered you are no longer in a duel.
Players can verbally communicate with each other between rounds (that is, after the cards they placed have been revealed, but before the next prize card is revealed.) Once the prize card is revealed, players can no longer verbally communicate with each other until they reveal the cards they have placed to attack or defend.
Once player's hands are exhausted, reshuffle the reshuffle pile into the remaining cards of the prize deck, and return the cards the opponents have played to their hands (minus the highest-value card they played that round.) Keep going. Play continues until death, surrender (including mutual surrender at some predefined point), our outside interference (which this minigame does not model.)
Inigo, playing hearts and defending diamonds, is dueling Count Rugin, playing clubs and defending spades. The prize card for the round is revealed: it's the 6 of Diamonds! That means the Count has spotted an opportunity to jab out Montoya's eye and each is making a snap judgment about how much to prioritize enabling or preventing this and how much instead to care about preserving superior positioning.
Inigo looks at his hand and tries to remember what Rugin has played already, hoping to place a card just slightly higher than Rugin does. He places a 5 of Hearts face down, and Rugin places something unknown. They turn them both over - Rugin had played the 4 of Clubs! Well played, Inigo! His eye is safe and at little loss.
Below are three example stakes - one for a physical combat, one for a duel between mighty wizards, and another for scheming aristocrats trying to destroy each other's reputation. Players and GMs are encouraged to create new versions of these, especially bespoke versions that relate to the particular contest that might emerge between two particular opponents.
| physical | wizards | nobles | |
|---|---|---|---|
| K | major unknown stakes (this round determines the fate of the next two prize cards) | ||
| Q | unknown stakes (this round determines the fate of next prize card) | ||
| J/Kn | positioning (winner recovers best card played so far to their hand, loser recovers worst) | ||
| 10 | instant death | mind control, geas, or become undead servant of opponent | death of most loved person |
| 9 | mortal injury | disintegration and erasure from history | fatally poisoned in embarassing way |
| 8 | loss of limb (attacker's choice) | astral banishment (can no longer planeshift, scry, or dream) | title stripped |
| 7 | ability to use dominant hand | True Name changed to something embarassing | spouse seduced and permanently turned against them |
| 6 | eye gouged out | mental trauma from banishment to Hell Dimension (returns after 1 second in our plane and 1000 subjective years) |
major public project collapses in disaster |
| 5 | loss of limb (defender's choice) | amnesia | spouse seduced in one-off dalliance |
| 4 | ability to use non-dominant hand | next project embarked upon will be disaster | office lost |
| 3 | sprained ankle | acquire vestigial twin loyal to opponent | uncool misdeed exposed |
| 2 | cosmetic injury to whatever most vain about | hiccups or lisp acquired | acquisition of painful venereal disease |
| 1 | cool scar | can never shower again (great excuse if you didn't want to anyway!) |
cool misdeed exposed |
This minigame is Mosaic Strict. Game mechanics are almost exactly those of Goofspiel, with the exceptions that prizes aren't added up for points but represent particular diegetic stakes.
Tlön: janissary and public magician lodges
All of these magician lodges are active in Mlejnas, some more widely across Tlön. Although I (or others?) may turn some into GLOG wizards at some point, they’re meant to be easily implemented with common classes across editions.
Of the various magician lodges of Tlön, Janissary Lodges are personal possessions of the state (in this case, the senatorial government of Mlejnas,) as are their members. The conditions of their servitude are given by the lodge charter and oath of service, both ancient, and in practice the lodges regard themselves as powers equal to the senatorial families, their charter with the state rather than any individual family ensuring their independence, proud of their status as skilled elites. For all that, to serve in either is to live a short life of obedience into an inevitable painful death. Peasant youth doing their service years in the city may be assigned as adjuncts to Janissary Lodges, but actually joining is voluntary.
religion in Tlön and Mlejnas
[3] Yes, this does mean that people can know about religious and political doctrines from "our" world; no, this does not mean they take them any more seriously as plausible methods of worship or organization than we would most fictional works, even if they take the project as a serious religious and cultural one. Isekai dream ghosts from Earth sometimes do appear and try to proselytize these, but the fact that these usually end up in miserable failure only reinforces that they're ridiculous. Of course, maybe your character sees things differently.)