Nomenklatura The key to the supremacy of humankind is language. What sets people apart from the animals is the power to name what is seen. To name is to control. Do not believe that the names you have learned for all of the things in the world are of any use to you, however. Since the fall of Babel, such names as we have are weak reflections of the truth. To truly know something you must go back to Adam, to the days when the first man gave the first names to all that he saw. See past the haze that language has created in your mind, back to the first language, the ur-language. This is the path to power and control. Name what you see around you and it does your bidding. Follow this path and attempt to find the answer to the greatest mystery, the one name that gives power over all: The name of God. Characters Every player at the table creates a character. These characters are people who have pierced the veil and perceived the true name of something, at least in part. Your First Nomen Each player takes an index card, and on it they write some noun. This word can be anything: an object, an abstract concept, a city, a person, a type of place, a company. All that matters is that it is a noun. You have discovered part of the true name, the nomen, of this thing. Write down one syllable beneath the noun, the part of its nomen that you know. Since the ur-language has no written system, it does not matter how you spell it or what sort of letters you use. All you need to know is how to pronounce it, so be clear. You must pronounce it the same way every time. Once everyone has a nomen, move on to the next step. Who Am I? Next, take another index card. Write your character’s name, age, ethnicity, and three descriptive phrases. Try to capture personality, appearance, history, or any other distinguishing features of your character. Once everyone has completed their character and introduced them to the table, move on to the next step. Nemesis On a third index card create your nemesis. Someone or something knows that you have discovered forbidden knowledge. They do not want to destroy you, rather they want something from you. What do they need you to do for them? How close are they to you? Have they found you already, or are they still searching? Name this person or being and write three brief descriptive phrases for them as well. Hand this card to the player to your right. They will portray and control your nemesis. Once everyone has handed off a nemesis, introduce them to the table. Now game play begins. Basic Gameplay Choose a first player, it doesn’t really matter how. Game play will proceed clockwise around the table, beginning with this first player. Set the Scene Each player will get a scene with their character. The player who holds the character’s nemesis sets the scene, describing what is happening and placing the character at a decision point. The nemesis player should put pressure on the character, making things exciting and forcing some sort of action. Scenes are not static, they are in motion. Play Out the Scene The nemesis player and the character player play out the scene. The nemesis player can call in other players as NPCs or as their own character or nemesis, if relevant to the scene. This is a give and take, with the character player taking actions as they see fit and the nemesis player attempting to create tension. Eventually, the scene will reach a point where the two players do not agree on the outcome. That’s when a contest occurs. Basic Contests Each player in a contest rolls 2d6. The player with the highest roll gets to narrate the outcome of the conflict. The player narrating can describe any logical outcome that does not result in the character or the nemesis being permanently removed from the story. In the event of a tie, the character player always gets to narrate, but is restricted in narration. The nemesis must get some of what they wanted, at least in part. After the dice are rolled, either the character player or the nemesis player may seize control of the narrative by checking off one of the three descriptors on their card. If all of the descriptors have been checked, the player cannot do this. The results of the roll are ignored and the checking character may act as if they won the contest. Using a Nomen Of course, the character is a person who knows the nomen of something. To call on this mystical power, the player must pronounce the nomen from their card. This can occur before or after a regular conflict roll. The character player then rolls 2d6. For each syllable known beyond the first, add +1 to the roll. 12: In a flash of insight, you learn the full nomen. Write down an additional syllable for your nomen. This is the full name for the noun you chose. Through your control of this nomen, you can manipulate whatever it is in any way you want. Narrate how you use it to control the situation and end the contest. 9-11: You learn an additional syllable of your nomen. Write it down on your card. Narrate how you use your nomen to control the situation and end the contest. 6-8: Narrate how you use your nomen to control the situation and end the contest. 3-5: You have tapped into power more potent than you can control. Narrate how your use of your nomen has slipped from your grasp and made things worse. 2: The nomen is in control, not you. Your nemesis player gets to describe how your nomen turns the situation toward its fundamental nature and causes unforeseen consequences for you. If you already know a full nomen and use it, roll +number of syllables in the nomen. You always narrate how you control the situation and end the contest, but if you roll a 12 or higher you learn the first syllable of a second nomen. End on a Cliffhanger After the scene has gone on for a bit, probably around ten minutes or so, the nemesis should introduce a new dilemma. This dilemma is not resolved, however. Instead, the scene ends. Play moves clockwise, and the new nemesis sets the scene for the next player. Continue in this fashion for the time available.