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Hierophants: by Brendan Mcleod
Hierophants: by Brendan Mcleod
Hierophants: by Brendan Mcleod
by Brendan McLeod
hierophants
A game about religion, legacy, and leadership for 3-6 people
version o.2
http://sulcata.itch.io
Introduction
Hierophant (higher-uh-fant)
noun 1. A religious leader; 2. One with knowledge of rites or sacred mysteries
You are HIEROPHANTS.You are members of an old faith - a religion whose legacy is long and storied.
Your leader, however, has gone. It is up to you to decide who will lead the way going forward.
Will you choose someone who will stay on the beaten path? Or someone new and radical?
Someone devout, or someone indifferent? Will you take this as an opportunity to advance your
own position, or does the faith come first? Will you step into the limelight, or work in the shadows?
Are you the chosen one, or the puppet-master who makes things happen?
What this is
This is a roleplaying game where you and your friends will take on individual roles as members of an
invented faith trying to determine who should be in charge going forward.You will have your own agendas,
preferences, and desires, but you will also have a shared responsibility as storytellers to build the world,
collaborate on interesting twists and ideas, and generally work together to bring the story to life.
This is not a game where any individual player “wins,” even if one person gets chosen as leader:
it’s a game where everyone pitches in to make the storytelling experience a good one.
Your players are people, and people have real faith of their own about things in the world, and belong to
real religious institutions. No one is obliged to put up with jabs or cuts that affect something that they hold
dear, nor is anyone obliged to disclose the details of their faith or their practice with anyone else, especially
as part of a game.
Take care with your fellow players, be open about what you’re okay with and not okay with, and be willing
to adjust on the fly if someone decides partway through that they’re actually not okay with something.
More than that - be willing to read the signals that other people are giving off even if they’re not explicitly
saying anything. Lots of people will keep quiet while they’re uncomfortable with something.
If you’re in doubt, get people involved and find out what ideas they’re excited about.
If things look shaky, then play something else. It’s just a game.
▪ Come up with a shared set of boundaries that everyone agrees to ahead of time
▪ Have a shared, easy signal that lets the group know if someone is feeling uncomfortable.
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How to Play How to Play
If you’re setting up with your group, take turns reading each section aloud.
Just because you have the most Influence doesn’t necessarily mean you’re going to win, but it gives you a The Games
better chance at winning.
▪ Recite the Creed
To setup the game Play this at the beginning to establish your faith’s principles.
Give each player one D6 die apiece. Pool the rest of the dice in the middle of the group where everyone can ▪ Honor the Faithful
reach them. Each D6 is an Influence. When the game instructs you to take an Influence, take a D6 from the Play this at the beginning to create your characters.
pile in the center and add it to your collection.
▪ Observe the Signs
Give each player some paper and a writing instrument. Play this when you want to instigate some drama.
▪ Meet an Old Colleague
As a group, decide on the broad details of the setting for the game.You don’t want to go into too much Play this when you’re not sure where you stand with someone.
detail about what the faith believes and who your characters are -- you’ll do that as you play! But you
should have an idea of what kind of group it is, how secret or public it is, and where and when the game is ▪ Undertake a Pilgrimage
set. Play this to try and see how someone else handles under pressure.
▪ Examine a Sacred Relic
It could be… Play this when you want to see two rivals bicker.
On each player’s turn, they choose one of the games in the rulebook to play over a few minutes.
That player is the lead player for that turn. Other players - sometimes all of them! - might wind up playing
the game with that player. When a player’s turn is done, the turn proceeds clockwise to the next player.
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Recite the Creed The Revelation
How was the truth of the Divine made evident to your organization?
Examples:
When to play this: At the very beginning of a session of Hierophants.
What this looks like ▪ The bones of the first man, etched with directions back to Eden.
The faithful are gathered, and begin by affirming their faith as a group by reciting the creed that binds ▪ The pronouncement of a season-speaker, a person taken by the season but who returned to
them all together. All here know it, and observe it, or they would not be here. civilization.
▪ A vision of the locked vault of heaven, which only God can open.
The Path
How does your organization seek to correct the state of the world in the short term?
Examples:
This is where you draw a line in the sand about what makes your doctrine special. Don’t be afraid to make ▪ Be neither too gracious a confessor nor too fervent a judge.
big decisions, and be willing to say “yes, and” to the ideas put forward by your fellow practitioners. ▪ Remember that season-speakers are tools, not friends.
▪ Use ghost-lore for the good of the order, not for your own gain.
The Mundane
What’s something about the world which is widely held to be true (inside and outside the faith)?
The End
What is the ultimate aim of your faith’s practice?
Examples:
Examples:
▪ Mankind is inherently sinful.
▪ The changing seasons take many human lives. ▪ To purify mankind for God’s return.
▪ When you die, your ghost haunts the living. ▪ To command the seasons themselves and bring the world to order.
▪ To find a way to find and open the vault of heaven.
The Divine
What’s a divine cause that explains the Mundane fact?
Examples:
Ending
When all of the questions have been answered, choose a name for your faith. Don’t worry about being too
▪ Mankind broke God’s law and was cast out of paradise. elaborate or too clever with the name - just find something that sounds good and is easy to remember.
▪ The seasons were forsaken by God, and so thrash against the world.
Once you’ve agreed upon a name, move on to “Honor the Faithful” to find out more about the leaders of
▪ God is dead, and no one exists to shepherd the dead to the afterlife. this faith you’ve invented.
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Honor the Faithful Arcana Role
Once everyone has created their characters and established their relationships, draw one more card from An emissary. The public face of the faith, or
the deck. This card represents the fallen leader whose absence instigates the events of the game. as public as it gets. A bold, powerful speaker You saw me give the performance of a lifetime, right?
Strength who encapsulates the faith’s priorities OR
without giving away secrets. How do others You’re my muse, aren’t you?
Use the chart to determine what sort of person this leader was. Each player might then consider how they react to your frequent time in the limelight?
related to this leader (or not), but you don’t need to go into great detail on that right now.
A recluse. An often-absent member of the We were old friends, but are now strangers, right?
Now begin playing the game by taking turns and picking from the other Hierophants games to gain The Hermit inner circle. Mysterious, private, and wise. OR
Influence. What rumors do others whisper about you? You thought I was long gone, didn’t you?
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Arcana Role
A lapsed believer.You used to be believe. Take two dice from the Influence pool and roll them. Use the chart below to determine the result. (Put
Now you’re not so sure.You haven’t made I can always count on you for a helping hand, can’t I? these dice back when you’re done.)
The Star your getaway yet, but maybe you’re looking OR
for an exit. Do others know about your crisis You see me as a liability, don’t you?
of faith?. Result Description
A cataclysm is near at hand. There is no escape. The chosen will be at the heart of the chaos. Take 2
2
A mystic. The divine has given you power Influence if you rally the order to make themselves ready.
beyond what mortals are capable of, whether
You’re intimidated by my power, aren’t you? Disaster looms, and the chosen will usher it in. The order must change its course before it is too late.
for your faith or because you were chosen. 3-5
The Moon OR Take 1 Influence if you call upon the order to change its ways.
Your power is a miracle unto itself - one that
You’re jealous of my power, aren’t you?
others seek to use for their own ends. How do The readings are empty, the heavens are silent. The role of the chosen is uncertain at best.You
you use your gift? 6-8 must work to gain the attention of the divine. Take 1 Influence if you lead the order in a prayer asking
for guidance.
A celebrant. A master of ceremony.You know This is a time of blessings. The chosen is virtuous, and they can do no wrong so long as they remain
We’re in perfect alignment, right? 9-11
every rite, every sacrament, every gesture faithful. Take 1 Influence if you lead the gathered in a reverie of gratitude.
The Sun OR
and ever intonation. How do others honor
We’re completely at-odds, right?
your place of prominence? A miracle is coming. The time that your order has prepared for is here., And the chosen will usher
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the way forward.Take 2 Influence if you invoke the holy word and praise the heavens.
An inquisitor. The faith is not what it once
We have opposing ideas of what’s right, right?
Ending
was - you will root out those who do not
Judgment OR
belong. Subtle, suspicious, and smooth. Do
We’re doomed to play cat-and-mouse forever, aren’t we?
others know your intention, or is it secret? Leading player: describe what this sign looks like. Do the droplets fall in a particular way? Is the holy star
especially bright this evening? Do the animals shriek as if with one voice. How do you pronounce the results
of this reading?
A missionary.Your travels have led you far
beyond the home of the faith. Rugged, We often correspond, don’t we?
The World capable, and self-sufficient. What have you OR Chosen: Do you believe this prophecy? Embrace it? Reject it?
seen on your travels that challenge the status You’re scared of what I represent, aren’t you?
quo? Other players: How do you react to the reading? Are you reassured? Concerned?
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Meet an Old Colleague Undertake a Pilgrimage
When to play this: When you want to get your character tangled up with another character. When to play this: When you want to strengthen your bond with an ally, or expose the weaknesses of a rival
Play Each of you should describe what it is you hope to get out of the pilgrimage. These aren’t necessarily
The leading player asks the opening question. Then, the other player chooses one of the other questions to mutually exclusive goals.
ask the leading player. Play then continues back and forth between the two as they choose and answer
questions. Play
Starting with the leading player, each player on the pilgrimage chooses another player on the journey and
Opening Question asks them one of the questions below. After they’ve answered, anyone else can ask follow-up questions.
Questions ▪ I’ve seen something I’ve never seen before. I cannot look away from it. What is it?
▪ I’ve seen something familiar, but wretched and misshapen. What is it?
▪ We were so close before. Do you greet me warmly, or coolly? ▪ The path here is treacherous. What happened here?
▪ We parted on bad terms and I’m nervous to see you now. Do you smile? ▪ Hidden dangers lurk in the shadows. What are they?
▪ I used to look up to you. Are we now equals? ▪ We see evidence of other pilgrims that came before. What have they left behind?
▪ Our journey reminds me of a past event. What was it?
▪ You were always planning to _____. Did you make good on that dream?
▪ We see a sign of good fortune. What is it?
▪ I used to be _____ but now I am _____. Do you remark upon the difference?
▪ We rest for a moment. What do we say to one another to comfort each other?
▪ In those days, we always shared _____. Do we still share it, even now?
▪ I am set upon by predators. How do you help me escape?
▪ There is an ancient monument here. What did it represent?
▪ We both believed in _____ so much. Do you still believe, now?
▪ The weather turns ugly. How do we seek shelter?
▪ We respected one another but could never agree about _____. Has the gulf between us widened?
▪ I’ve stumble into a truth about you that I did not know before. What is it?
▪ You swore you would always _____. Have you kept that promise?
▪ This reminds me of an old tale or parable from our faith. What happened in that story?
▪ Our supplies are lost or damaged. How do we manage without them?
Ending ▪ It is all too tempting to turn back. What makes us press forward?
When each player has asked at least two questions, either player may end the reunion by asking one of the
closing questions.
Ending
After the question has been asked, either player may give the other 1 Influence from their own total, if they When everyone on the pilgrimage has asked at least one question, any pilgrim may ask a Closing question
so choose. on their turn to bring the Journey to an end. Each pilgrim gains 1 Influence.
▪ I plan to _____. Will you support me? ▪ We have reached our destination, but all is not as it should be. What is out of place?
▪ I can’t be stopped from _____. Will you oppose me anyway? ▪ We have reached our destination, but someone unexpected is here. Who?
▪ It has been wonderful to see you. Will join me when I _____ later on? ▪ We have been stopped from reaching our destination. What has happened?
▪ We have found what we were looking for. Is it what we hoped for?
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Examine a Sacred Relic Whisper During a Sacrament
When to play this: When you want to look at a cool object that expands the lore of the religion in a new way. When to play this: When you want to have a discussion in private with someone else. When you want to explore
When you want to play two other players’ characters off of one another and see who comes out on top. what ceremonies look like in this faith..
This is an opportunity for the assistant to reinforce their own agenda by establishing connections with Topical Questions
their own values and those supported by the relic.
▪ I am out of step with you. Do you hurry ahead, or let me catch up?
▪ Perhaps a saint who wielded the relic did so in defense of an agenda shared by that assistant. ▪ I hope you don’t bring ___ up. Do you?
▪ Perhaps a garment is inscribed with a prayer that reinforces the assistant’s view of the faith. Use ▪ I make an error during the ceremony. Do you let me recover gracefully, or take control?
this as a chance to invent history and precedent for the things your character cares about.
▪ I’m feeling generous. What do you ask me to pray for?
Once one assistant has shared an interpretation, the other has a chance to rebuff them with their own ▪ Something about you reveals your true intentions to me. What is it?
competing interpretation, if they desire. The assistant should feel free to offer different versions of the ▪ I’m trying to keep you occupied while I ____. Can I?
same people or events mentioned by the first assistant, but should try not to be directly contrary.
▪ I hope to convince you of ____. Can I?
▪ If a saint wielded a relic in war, point out the hypocrisy of the saint’s motivations.
▪ I remind you of the promise you made to _____. Do you abide by it?
▪ If a garment is inscribed with a prayer, point out how the lettering used suggests it was stenciled
▪ I hope you don’t blame me for ____. Do you?
by heretics.
Ending ▪ I accidentally reveal that I’m planning to _____. Do you pick up on it?
Once at least two details have been interpreted, the leading player may end the game by siding with one
(but not both) of the other players and awarding them 1 Influence. The leading player takes 1 Influence if
they act on the winning assistant’s advice. Ending
If both players pass, the game comes to an end as the players finish their whispered conversation and focus
on finishing the sacrament.
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Argue the Doctrine Convert the Masses
When to play this: When you want to go head-to-head with another player. When you want to make a power When to play this: When you feel a rush of religious fervor. When you want to cement your position of power.
grab. When you’re right, and you know it. When you’re feeling lucky.
Play Play
The audience will take turns asking a question to both players arguing, both of whom must answer. Each player sets aside 1 Influence that they already possess.
Once you ask a question choose which player answers first. After both players have answered, the audience Starting with the leading player, each player then takes turns describing how they spread their message
member who asked the question awards 1 point to the character who you think gave the best answer. among the people. What is it about their pitch that is distinct? Why is it a message that will connect with
people here and now?
Decide how many questions will be asked. 3 is a good minimum, but sometimes it’s nice to let every
audience member ask a question. Other players: how do you regard this message? Do you build on it? Take a different approach?
If either player interrupts the other during an answer, immediately cut them off and award a point to their Once you’ve delivered your message, roll each of your Influence dice. Consult the chart below for the result.
opponent. The leading player may roll twice and take the higher result.
Ending Ending
When the questions are done, count the points for each player. Whoever wins gets 2 Influence. When each player has risked their Influence by attempting to convert people to the faith and described the
On a tie, both players lose the game and gain no influence. result, the game ends.
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Witness a Vision of the Divine Lead a Prayer
When to play this: When your character has reached either the height of their faith or the pits of their doubt, or; When to play this: Optionally, after any other group game. When you’re not happy with how things went. When
when your character seems stuck in place by mortal circumstances and needs an immortal nudge. you’re REALLY happy with how things went. When you’re feeling snarky. When you’re feeling reverent.
The leading player should ask what they see and decide what they do. The other players’ answers should Play
be short, succinct, weird, and powerful as they invent imagery and fantastic events that transpire within the A prayer can be anything, but here is a basic framework you can use to construct one. In the places where it
vision. says [DIVINE], substitute the object of your faith’s worship. In the spaces that are blank, fill them in with
what you hope to receive, or protect, or forbid, etc.
Play
To begin, the leading player makes both of the following statements, filling in the blanks as they see fit: Prayer Openings Pleas for Mercy
Final Questions
▪ A sign is revealed to me. What is it?
▪ A doom is revealed to me. What is it?
▪ A miracle is revealed to me. What is it?
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Acknowledgments
Summon the Conclave Hierophants is a hack of The King is Dead by D. Vincent Baker and Meguey Baker, and is based on the Firebrands
Framework. I am deeply indebted to them for their terrific game.
When to play this: When you think you’re ready to end the game
This game is deeply inspired by other Firebrands-inspired titles, most notably OceanTides by S.Gates
What this looks like and For the Honor by Quinn Vega.
The leaders of the faith are gathered together in a single place, ready to speak in favor of candidates and
then cast their votes for leader. “Witness a Vision of the Divine” is deeply inspired by The Sundered Land by Meguey and Vincent Baker.
“Examine a Sacred Relic” inspired by Dear Leader by Tim Hutchings.
Setup
Everyone plays. Created for the Rhymerbrands game jam on itch.io, hosted by CureWiki and Riley Hopkins.
Each player will allocate their Influence to a candidate, and then roll those dice to determine the strength of Big thank you to my playtesters: Carter, Elliot, Guz, and Wyatt, who all picked up the game and ran with it.
their vote. A player may split their Influence between different candidates, if they so desire. Special thanks to Carter Richmond for helping me sort out how the heck to do a Tarot deck in Roll20.
If you want, you can take turns making final arguments for your candidates to the group. It’s entirely Finally, thank you to my home group of players: Bill, Brandon, Jeff, Herbie, Lobos, and Rachel, for always being
possible everyone is already ready to make their decisions, however. game for whatever I throw their way.
▪ If the player who rolled the most total dice did not vote for the new leader,
they may describe a schism within the faith.
▪ If the player who rolled the highest individual result did not vote for the new leader,
they may describe a horrific betrayal.
▪ If the player with the fewest total dice (including zero!) did not vote for the new leader,
they may describe a new threat from outside the faith.
▪ If the player with the lowest dice total (excluding zero) did not vote for the new leader,
they may describe a terrifying omen.
Ending
Once all of the results have been determined, each player takes a turn describing briefly what the future
holds for their character.
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