Insula: Notes toward an RPG


Contents:

  1. Introduction
  2. How to play
    1. Bonus points
    2. Phases of play
    3. Your divine profile
    4. Actions
      1. Shape land
      2. Name location
      3. Natural event
      4. Migration event
      5. Population event
        1. Founding new cultures
      6. Legendary creature event
      7. Legendary figure event
      8. Founding event
      9. Destruction event
      10. Prophetic event
  3. Optional rule: divine profile generator
    1. Divine origin
    2. Divine nature
    3. Divine style
    4. Divine sphere

Introduction

Insula is a cooperative storytelling game, in the style of Dawn of Worlds, the Landnámabók, and the Lebor Gabála Érenn. In it, players take the role of local gods and tutelary deities who shape the land they inhabit, and guide the peoples and heroes throughout the ages.

The scope of Insula is intentionally restricted: rather than playing as world-striding cosmic forces controlling the fate of a whole world, you will be confined to a single small region--prototypically an island, though any partly-isolated geographical unit, like a peninsula or sheltered valley, will do.

There are no victory conditions; the only goal of the game is to tell an interesting story. You'll need some method of generating random numbers, some method of sharing and updating a map, and a way of recording the actions that take place in each round. At least 3 players are recommended, but the more players participating, the more diverse and interesting the resulting world will be.

This document is a work in progress, and is currently considered incomplete.

The start of the Peterborough Chronicle, one of the ancient Anglo-Saxon annals of the history of England

How to play

Initial setup will require a blank world map. This map will represent an expanse of sea or relatively barren land, about the size of a large island: think Ireland, Iceland, Borneo, or Japan. The game is divided into rounds, which will last for an agreed-upon length of time (say, one week). During a round, a player may roll 1d6 to determine how many action points they gain. As long as they have action points remaining, they may spend those action points during a round to perform various kinds of actions, either in their role as a god, or representing the more natural vicissitudes of fate and the impersonal forces that govern the world.

Each time you perform an action, provide a description of what is happening in the game world and why. This narrative element is the core object of the game, not a minor bookkeeping detail!

Bonus points

Players may save up action points indefinitely. To encourage spending, however, if you end the round with less than 3 points, you get an additional point at the start of the next round. This effective is cumulative once: if you end two rounds in a row with less than 6 points, you get 2 additional points at the start of the next round.

Phases of play

Early in the game, the map will be relatively blank--featureless water, or an undefined expanse of uninhabited land. For an interesting history to unfold in this place, you'll need to spend some time developing the landscape before the first people show up. Later in the game, when the land is more thickly inhabited, big changes to the landscape may be equivalent to great catastrophes. To reflect the changing tenor of the mythical history that is unfolding here as it progresses, different actions may have different costs depending on the phase of the game.

The game is divided into three phases, which we will simply call "early," "middle," and "late." The "early" phase focuses on (but is not exclusively governed by) creation myths: how the land came to be in the first place. The "late" phase focuses on (but is not exclusively about) peoples and heroes and deeds of renown. The "middle" phase is a transitional period between the two. While rounds of play nominally represent about a generation (~25 years in human terms), the "early" phase belongs to the ill-defined and murky past, and its rounds have no defined or definable length.

The phase of the game is decided by a majority vote. When a majority of players vote to advance the phase of the game, it changes at the start of the next round.

Your divine profile

Although not all actions you take in the world will be the actions of the particular divine role you occupy, you are encouraged to develop a divine profile to act as your "character" in the game world, and to aid in role-playing. Keep in mind that the gods of Insula are not the world-ruling gods of classic high fantasy, or the embodiment of sprawling cosmic forces: they're more like the local gods and spirits of animist pantheons, the regional and national gods of ancient Iron Age peoples, or even the genii loci of a particular sacred mountain, tree, or river.

Your divine profile doesn't have to include an abstract sphere like "war" or "poetry" or "love" (though it certainly can!). What it should include is a name, a story of how your god came to be--born of the primordial sea, a child of earth and sky, erupted from the forehead of another god, etc., etc.--and a short description of your god's personality.

You may also optionally elect to associate your god with a place of power, which comes into existence at the same time you do, for no additional point cost, at the location of your choosing. This will represent the place most closely associated with your god, or where your god is most concretely embodied in the world. Your place of power cannot be altered or destroyed by anyone but you--but if you choose to allow its destruction, it cannot be re-created.

Actions

The table below shows the actions players can take during a round, grouped into broad categories. A detailed description of each category follows.

Action Phase 1 cost Phase 2 cost Phase 3 cost
Shape land 2 3 4
Name location 3 3 3
Natural event 3 3 2
Migration event 10 5 5
Population event - 3 2
Legendary creature event 10 5 5
Legendary figure event - 5 5
Founding event - 5 4
Destruction event - 5 4
Prophetic event - 3 2

Actions can always be a positive retcon as long as they don't interfere with the state of game as it currently stands. What that means is that, while actions are assumed to take place in the "present," you can retroject them into past rounds/eras if that doesn't conflict with any action a player has already taken--so if you want to add episodes to the story of a hero who has already died, you can still use a legendary figure event to do so, provided you're not creating contradictions in the known history of that hero or what happened after their death. If you're retconning an action in a previous phase of the game, whose point cost is different from the current phase, use the higher point cost as the base cost: you can't save 4 points by retconning a Legendary Creature Event in after the end of the first phase!

Shape land

So the heavenly gods commanded Izanagi and Izanami to give shape to the drifting land; granting to them a jeweled spear, they thus deigned to charge them. So the two, standing on the floating bridge of sky, plunged the jeweled spear into the sea and stirred it up until it churned furiously; and as they withdrew it, the brine that dripped down from the point piled up and became the first land, the island Onogoro.
--Kojiki

Shape the landscape over a small area of the map. The exact size of the area will depend on the size of the map: 1" or 250 pixels in diameter might be a useful rule of thumb. For areas of the map that have not yet been altered, this can action can be considered as much defining what already exists in an area than explicitly creating it.

Although the kinds of terrain you can create with Shape land are not explicitly constrained, you may want to decide in advance what approximate climactic zone your country lies in, and use that as a guideline. An isle in the far north is unlikely to have tropical rainforests; an equatorial land will not have large deserts or glaciers.

Izanami and Izanagi creating Japan with the spear Amenonuhoko.

Name location

So the Lord scattered them abroad from thence upon the face of all the earth: and they left off to build the city. Therefore is the name of it called Babel; because the Lord did there confound the language of all the earth: and from thence did the Lord scatter them abroad upon the face of all the earth.
--Genesis 11:8-9
Names in Insula aren't just random concatenations of nice-sounding syllables--they have meaning and power. Thus, regions and places on the map are not automatically named. Although some actions and events allow you to name places, you may also spend points to name them as well. Names given in this way may be descriptive ("Blue Ridge Mountains," "Black Forest," "The Empty Quarter"), or they may be more abstract, but if the name doesn't mean anything in the language the game is being played in, you should strongly consider providing a translation that hints at its origin.

The great bull Donn Cuailnge (right) was the cause of the Táin Bó Cúailnge; in the end, mortally wounded, he wanders Ireland causing places to be named, before returning to home to die.

Natural event

A natural event is any non-divine event which has a major effect on the world, that 1) doesn't permanently alter the landscape (use Shape land for that), 2) doesn't immediately alter the cultural-political arrangement of the world (use Population event for that), and 3) has some narrative consequence. Plagues, earthquakes, volcanic eruptions, harsh winters, bountiful harvests, strange omens, comets, and many other kinds of miscellanea can all fall under this heading.

Migration event

So that they were the Tuatha De Danann who came to Ireland. In this wise they came, in dark clouds. They landed on the mountains of Conmaicne Rein in Connachta; and they brought a darkness over the sun for three days and three nights.

They demanded battle of kingship of the Fir Bolg. A battle was fought between them, to wit the first battle of Mag Tuired, in which a hundred thousand of the Fir Bolg fell. Thereafter they took the kingship of Ireland.
--Lebor Gabála Érenn

Migration events concern the arrival of sentient beings to your shores. As a general matter, the gods you play as are not the people-making kind; such beings exist in the world, and arose elsewhere long ago, though, and eventually some will show up looking for new homes. The local gods may choose to aid them or hinder them, depending on their inclinations.

When you decide on a migration event, choose the location of arrival, the name or culture of the people, and (optionally) the name or names of their leader or leaders. You may name the place they arrive for free, including if it is already named (places may always have more than one name). The people in question do not have to be human, but you shouldn't also feel restricted to the "ISO standard" fantasy races (orcs, elves, goblins, dwarves, and so forth)--you are free to make up your own kind of sentient being.

Once they have arrived on your shores, it can be assumed that new peoples will found minor villages and settlements from time to time wherever they can, and will gradually spread out; however, major settlements of historical importance require Founding events (not available in the first phase of the game), and the formation of new cultures from those already present require Population events (also not available in the first phase of the game). If a people arrives during the first phase, they will generally be restricted to a minor presence, representing an ancient but mostly-forgotten prehistory.

Population event

A Population event covers almost anything of major social, cultural, and political important among the peoples of your land: kingdoms breaking up, new cultures forming, new political or religious movements, technological innovations, economic collapses, and so forth--even major wars of conquest. You are not very limited in practical terms to what a population event can do, except that you cannot destroy major sites (see Destruction event), alter the landscape (see Shape land), found major sites (see Foundation event), or bring in new peoples from overseas. Also keep in mind the guidelines of good collaborative storytelling--don't randomly wreck things other players are working on for no reason!

If a population event concerns a particular location (say, a battle is fought there), you may name it or give it an additional name for free.

Founding new cultures

One primary use of population events is founding new cultures from peoples that have already come to the shores of your land. As these peoples spread out, build new settlements, and adapt to their new home, they may come to understand their relationship to their compatriots differently, or be influenced by already-existing cultures, or the course of historical events. New cultures may even represent a fusion of existing populations (including a genetic one, if they belong to the same species).

It will fall to you to name and define the unique traits of the new culture, and when you do, you should think about how this culture defines itself. Cultural identity is often formed in opposition to another identity, the creation of a new ingroup and outgroup distinction. This can be along axes like language, diet, politics, religion, geography, and so forth, but consider other, more fantastical kinds of opposition as well: night versus day, overground vs underground (cf. the Milesians and the Tuatha Dé Danann), the living vs the dead (cf. the Fluters in Vattu), or other mystical or symbolic binaries.

Legendary creature event

Humbaba, his voice is the Deluge,
his speech is fire, his breath is deadly.
He hears the forest's murmur for sixty leagues;
who is there that would venture into his domain?
--The Epic of Gilgamesh

A Legendary creature event is any event concerning a mythical beast, a monster, a legendary being like a dragon, giant, or unicorn, or some other fantastical, nonhuman entity. This can be its creation, an action it undertakes, or its death/destruction. You may use this ability to interact with the legendary creatures other players have created as well, unless they have claimed it as an avatar, a being especially connected with their divine persona. A legendary creature can only be claimed as an avatar when it is created; a player may not have more than one avatar at a time; and an avatar lasts until it dies or is destroyed.

If a legendary creature event concerns a particular location (say, the creature is slain there), you may name it or give it an additional name for free.

Legendary figure event

A Legendary figure event is any event concerning a hero, leader, or cultural figure of one of the peoples inhabiting your land. This can be the event that propels them to eminence, a deed they accomplish, or their death. Unless they are for some reason immortal (say, they come from a deathless race), legendary figures aren't assumed to live longer than normal members of their society--for ordinary humans, that means they are relevant usually for only about two rounds. If the legendary figure in question is unusual in this regard, be sure to explain why.

If a legendary figure event concerns a particular location (say, they do something particularly noteworthy there), you may name it or give it an additional name for free.


Gilgamesh and Enkidu slay the monstrous Humbaba in the Forest of Cedar.

Founding event

A Founding event is the principal way to add new inhabited locations to the map. Founding events require at least one people to be present in the region! The place founded can be a city, a fortress, a monastery, a shrine, or almost any other kind of inhabited place; you may name it or give the location an additional name for free. While population events can change the fortune of these locations, and name location can give them new or additional names, they continue to exist in perpetuity unless someone uses a destruction event on them.

Destruction event

Wisdom rescued a righteous man when the ungodly were perishing; he escaped the fire that descended on the Five Cities. Evidence of their wickedness still remains: a continually smoking wasteland, plants bearing fruit that does not ripen, and a pillar of salt standing as a monument to an unbelieving soul.
--Wisdom 10:6-7

A Destruction event is any event--whether by divine intervention, war, or natural disaster--that wipes out an inhabited place. Even if a city is sacked, or stricken by a plague, or burned, it is assumed to recover and rebuild--unless you use a destruction event on it. Then, it is reduced to ruins permanently, unless refounded by a founding event.


The Last Day of Pompeii (1830-1833), Karl Brullov

Prophetic event

Prophetic events can be used to set up conditions for later events, to provide narrative unity across time, and to make it clear (in both diegetic and extradiegetic terms) what actions various gods are likely to take should certain circumstances occur or re-occur. A prophetic event involves creating a prophecy, which can be given to a hero, a religious figure, or a random oracle. Any player may later fulfill that prophecy, with the cost to do so being reduced by one point: for instance, if you prophecy the founding of a city in a particular place, another player may choose to fulfill that prophecy according to the terms you set out; if they do so, the founding event in question costs 1 point less. The cost of an event can't be reduced by more than 1 point, even if in theory it could fulfill multiple prophecies.


Optional rule: divine profile generator

If you want to add a bit of stochastic flavor to your divine profile, choose an origin, a nature, a style, and a sphere at random from the following lists, then try to describe the being that these attributes suggest to you.

You can select as many elements from each list as appeal to you, and if you select an element you don't like, feel free to discard it; these lists are meant to be a tool to facilitate creativity, not to restrict it.

Divine origin

The divine origin concerns how your god came to be; it may represent simply the most popular legendary tradition about your god, or the best understanding of the sages, or simply what your god told the other gods when they showed up one day at the heavenly council.

  1. Born from the void/chaos
  2. Born from the ocean foam
  3. Born from the ocean depths
  4. Child of a sky-god
  5. Child of the moon
  6. Child of the sun
  7. Child of a star
  8. Wrought by a forge-god in their workshop
  9. Born of a union of sea and sky
  10. Born of a union of earth and sky
  11. Born of a union of darkness and light
  12. Born of a union between earth and sea
  13. Child of fire
  14. Child of lightning
  15. Child of frost
  16. Child of storms
  17. Born from a dead god's flesh or bone
  18. Paradoxically self-creating
  19. Eternal and uncreated principle of nature
  20. Origin unknown even to other gods.

Divine nature

The divine nature concerns what your god's inmost being is about; it will naturally inform an extend--and in turn be informed and extended by--their origin. Divine nature is also closely connected with style.

  1. Elemental: associated with a fundamental material or substance (or multiple materials) of the world.
  2. Mysterious: difficult to understand or explain to mortals; often (but not always) thus also associated with darkness or the transcendent.
  3. Life-giving: associated with growth, and/or beauty, and/or change, and frequently, though not always, positively regarded by mortals.
  4. Chaotic or destructive: associated with change, and/or destruction, and/or upheaval, and thus frequently, though not always, negatively regarded by mortals.
  5. Horrific: not merely mysterious but actively threatening or (apparently) hostile to those who attempt to understand. Maybe has something of the Outsider in their nature, or maybe just has an inhuman mind or values.
  6. Benevolent: specifically aligned with at least some mortal values in some ways, and interested in furthering those values.
  7. Ruling: seeks to shape and control the natural world, or its inhabitants, or their particular divine sphere; this naturally sets them against gods of competing spheres or values, or mortals which disagree with them.
  8. Calming: seeks to soothe, and/or heal, and/or calm upheaval and destruction in the world. Although they do not seek to rule in the same way as a Ruling god, they do seek to impose a particular vision of their sphere on the world. This does not necessarily make them either benevolent, or friendly.

Divine style

The divine style is how a god is often conceived of by their followers, a mythological archetype, and how they interact with the world. This is connected with, but is not the same as, both their nature and their origin; it also relates to how they are worshipped, but if a god doesn't exert specific control over their mortal worshippers, the actual nature of that worship can differ considerably from what you record as their particular "style."

  1. Paternalistic sky-god
  2. Tender of a garden
  3. Psychopomp/bearer of the dead
  4. Resurrecting messiah-figure
  5. Wilderness-prophet
  6. Devourer of the wicked
  7. Chooser of the slain
  8. Guardian of the gates of paradise
  9. Genius loci
  10. Absent god
  11. Imprisoned god
  12. Solitary hunter
  13. Weaver of fates
  14. Slayer of monsters
  15. Sacrificial animal
  16. Ominous presence
  17. Primordial monster
  18. Dead god
  19. Mother of monsters
  20. Lord of carrion
  21. Wandering singer
  22. Rebel against the gods
  23. Trickster
  24. Avenging destroyer

Divine sphere

The divine sphere concerns the things your god actually has power over, or demonstrates a direct affinity for--essentially, why people might pray to them. A sphere that contrasts in interesting an unexpected ways with a particular style and/or nature can help you come up with a unique divine profile as you attempt to aesthetically resolve those contradictions. Most gods, even minor gods, are associated with multiple spheres; you can and should feel free to select multiple random items from this list.

  1. Life
  2. Death
  3. Order
  4. Chaos
  5. Change
  6. War
  7. Peace
  8. Trade
  9. Wealth
  10. The earth
  11. The harvest
  12. Summer
  13. Autumn
  14. Winter
  15. Spring
  16. The sky
  17. Mountains
  18. Plains
  19. Stars
  20. The sun
  21. The moon(s)
  22. Night
  23. Day
  24. Sorrow
  25. Lost things
  26. Doomed quests
  27. Secrets
  28. Fire
  29. The hearth
  30. Cooking
  31. Childbearing
  32. Disease
  33. Healing
  34. Fortune-telling
  35. Water
  36. Metal
  37. Forges
  38. Knowledge
  39. Writing
  40. Farming
  41. Doorways
  42. Roads
  43. Ruins
  44. Shadows
  45. Animals
  46. Plants
  47. The deep sea
  48. Earthquakes
  49. Volcanoes
  50. Silence
  51. Singing
  52. Theater
  53. Weather
  54. Rain
  55. Wind
  56. Storms
  57. Lightning
  58. Blood
  59. Illusion
  60. Dreams
  61. Sleep
  62. Memory
  63. Suffering
  64. Beauty
  65. Hatred
  66. Vengeance
  67. Danger
  68. Healing
  69. Love
  70. Ambition
  71. Statecraft
  72. Strength
  73. Mercy
  74. Judgement
  75. Ice
  76. Gold
  77. Pearls
  78. Seashores
  79. Meadows
  80. Ships and sailors
  81. Philosophy
  82. Law
  83. Graves and graveyards
  84. Livestock
  85. Rice or grain
  86. Craftsmanship
  87. Masonry
  88. Art
  89. Travel
  90. Fear
  91. Anger
  92. Friendship
  93. Wells
  94. Walls and fences
  95. Mirrors
  96. Weaving and spinning
  97. Alchemy or chemistry
  98. Messengers
  99. Wine or spirits
  100. Fishing


Feedback, reports on attempted play, and suggestions are welcome; the best way to contact me is via Tumblr.


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