I think I've mentioned here or elsewhere that I listen to a lot of dungeon synth. It occupies the chunk of musical bandwidth I have leftover when I'm done listening to all the Mongolian throat singing, lo-fi jazz, parody covers, royalty-free rock tracks or themes to anime I've never watched that I hear in the backgrounds of video essays, and whatever TikTok videos my SO sends me.
Dungeon synth has its origins in the harsh and sometimes hateful black metal and dark ambient music scenes of the '90s. But the genre has since grown, matured, and experimented far beyond that to encompass a huge range of subgenres with porous and overlapping margins, as the case eventually is with all types of music. Whether you need to unwind to the sounds of nature, curl up with some tea to some cozy wintery noises, find a soundtrack for your tabletop game tonight, take an inadvisable amount of substances and mentally transcend to outer space, or just be a neurodivergent little boy with a fixation on Tolkien for a while, dungeon synth has a flavor for you.
Recently, I've been listening to a creator called Witch Bolt, who seems to have exploded into existence and popularity all of a sudden after releasing like 7 albums within the span of a few months earlier this year. In fact, in the time I've spent writing this post I had to go back and add that they just released another album.
Witch Bolt is decidedly in the ambient/nature synth subgenre, but each album has a unique flavor that I've thus far enjoyed. I'd say I like them almost as much as DIM, who might be my favorite artist in the scene. Shoutout to Tales Under The Oak and all their froggy excellence, too.
Witch Bolt's most recent second-most-recent album is The Collector, which combines moody soundscapes with some very delicate instrumental touches I keep coming back to.
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It's also got a pretty solid album cover. |
But I'm not just here to talk about the music. The Collector has a short description attached which, alongside the track titles, turns it into a concept album with a plot of sorts. It reads as follows:
"Witch Bolt's seventh release, The Collector, is the story of a nomadic figure navigating the boundaries that separate the planes of existence. The Collector gathers overlooked fragments of nature and humanity, bestowing upon them a renewed honor and purpose.
Through their mystical craftsmanship, they reveal the inherent dignity concealed within the humble.
The Collector scatters these creations, weapons, armor, treasures, imbued with enchantments across the land and in the paths of those deemed worthy. The Collector is a beacon of hope and renewal."
I was smitten by this concept right away. From playing the part of lonely, wandering god to a being associated with the lucky discovery of magic items, the Collector feels tailor-made to appear in someone's tabletop campaign. Which got me wondering how there aren't more gods like that in existing games where roving adventurers rolling on loot tables in weird and out-of-the-way places is a fundamental pillar of the play experience. Certainly there are hundreds of deities of luck, or craftsmanship, or wanderers, but you almost never get all three of those portfolios in one.
So, I decided to fiddle around and rectify that by doing a little god writeup of my own.
I'm doing this using a fun and flexible format I stole from As the Gods Demand, a system-agnostic and level-less divine magic supplement where anyone can become a cleric. It's by the excellent art-friend and bagel gremlin Charles Ferguson-Avery, and you should definitely check it out if you like more eldritch and inhuman takes on tabletop deities.
But considerably less spooky and severe than them is our friend of the day, the Collector.
The Collector, Beacon of Hope & Renewal
There once lived a quiet, gentle, and very shy thing. Their zest for life was only matched by their unease around other living things. They wished to see the world, but not to be seen. So they wandered in secret, keeping to backroads and the silent gulfs between realms.
But even out there, amidst the beauty of the forgotten and the gracefully crumbling, they still happened upon other souls. They came in search of quiet solitude, a balm for their woes amid a life of hardship and pain. But in seeking out eternal stillness, they stirred that little thing's heart to action. A yearning to help filled them until it threatened to burst, and so they poured it out into the rubble and ruin of that forgotten place.
To their surprise, that tender care imbued the things they touched with strength, dignity, and renewed purpose. Or perhaps, they merely helped bring those innate qualities back up to the surface, through the layers of time and neglect. The wandering thing went about gathering these blessings together, before scattering them in their wake, just ahead of those lost and lonesome souls.
A quiet joy like never before filled them, and they at last knew their own purpose. Even now, the Collector wanders the spheres in search of forgotten things in need of a home, and forgotten beings in need of hope.
The Borrowers
The Collector has no organized clergy, and those who behave as priests would never call themselves such. Instead, they have admirers. People who long ago caught the Collector's eye, and who took notice of them in turn. They see the worth and beauty in what the nomad does, and seek to aid their cause however they can.
So they wander the land as pilgrims and sightseers in search of overlooked places, things, and people. They carry with them the Collector's gifts, knowing that they keep them in their possession only as a passing thing, until the item's true purpose is revealed by time and circumstance. Then, they secret their treasures into the paths of the worthy-in-need. In short they are not keepers, but mere Borrowers.
Initiation: Gifts Left Behind
To become a Borrower, you must first catch the Collector's attention, and then come to the realization that they exist at all. This is easier said than done, considering how discreet and willing to let others take credit for their acts the Collector is. But once that is all said and done, the act of cementing one's friendship with the Collector is quite straightforward: sacrifice something precious.
This item can't merely be powerful, magical, or materially valuable. It must hold great personal significance to you- both you the character, and you the player. It must represent something about your life, experiences, and/or worldview. Family heirlooms, mementos, childhood toys, or tried-and-true pieces of equipment with their own inferred personalities and nicknames are common selections.
You must hide this object in an out-of-the-way but not completely inaccessible location, such as tucked into a hollow in a tree stump off a dirt road, or buried in the earth of a shallow cave mouth. In time the Collector will find your offering and consider it carefully, before imbuing it with new qualities and leaving it in the hands of a future someone who dearly needs it.
You will never know what your sacrifice does for that stranger, and they will never know it was you who aided them. Nor will they ever know the history of this item or the way it was cherished. Instead they will give it a whole new life, and in doing so kindle that beacon of hope and renewal, to be cast into the future in turn.
Such is faith.
Daily Invocation: A Quiet Prayer
- Do not hoard resources or possessions from those in need.
- Maintain humility in the face of gifts and good fortune.
- Do not reveal the Collector's existence to outsiders.
- Live life humbly and surreptitiously.
Initial Miracle: Journey Home
Borrowers are wanderers who have no one place they call home; rather, home is wherever they are most needed.
You may divine the location of the nearest forgotten little thing. The miracle can specifically look for an abandoned location like a ruin, old den, or shrine, a long-lost object, or a lonesome creature, or it can look for any/all of the above. You know the direction and distance to your target "as the crow flies", but not the exact path needed to reach it, such as through a maze.
Rites
I Pass
Sometimes, we are what the Collector places in the paths of others.
You must stop wandering long enough to help someone through a particularly dark time in their life. Merely rescuing them from a dangerous situation is not enough; you must come to know them and their struggles, befriend them, and help them to rise above their hardships. Then you must let go, and allow the friendship to conclude so that you each may return to your respective lives. When you bid farewell to one another with finality and carry with you all the bittersweet memories and experiences into the future, the rite is complete.
Miracle: In Praise of Gentleness
You may sooth the target's woes, removing all natural or supernatural fear, doubt, anger, or other negative emotions from them and replacing them with a contemplative calm that grants the target Advantage on their next Saving Throw related to the mind, emotions, mental state, etc.
You may instead target two or more groups who are about to come to blows with this miracle, in which case they are dissuaded from physical violence for a number of hours equal to your Hit Dice.
Wandering Artisan
In emulation of our foulweather benefactor, we furnish the worthy in need with the fruit of our sweat, labor, and love.
You must craft an object of surpassing quality for one of your skill level; if you are a novice at a given craft it must be competent, if you're a master it must be exceedingly high quality, if creating magic items is well within your ability it must be truly extraordinary, etc. This step may take months or more by itself, and call for you to find and obtain rare materials.
Once it is completed, the item must be anonymously donated to a worthy cause or person whom you believe will use it for good. You must be present to witness them doing so, but may not betray the item's origins while in their company. The rite is complete when the bearer of your gift accomplishes (or at least tries their best at) a feat that aligns with the Collector's goals.
Miracle: Treasures Left
You may spend some of the goodwill you've earned with the Collector to receive a short "advance" of sorts on their gifts. Choose Providence or Luck:
Providence allows you to stumble upon just the sort of mundane or low-magic item you'd need in a given encounter for a specific purpose, such as a healing potion to save a downed companion or a replacement weapon for one that's snapped. The item lasts until it is consumed or the encounter ends, at which point it vanishes when you take your eyes off it.
Luck allows you to reroll once on a random loot table and take whichever option you prefer. Note that the referee doesn't have to disclose everything about the two choices (curses, specific magical effects, etc).
Extremist/Heretical Rite: Humble Harvest
These are the Collector's gifts. They are given, but never earned. If someone abuses them, is it not our duty to intercede?
You must dispense with the Collector's gentle discretion for a time, and take the fight to those who would take advantage of their kindness. This person must be a tyrant of some sort who has enriched or empowered themselves using magical items that ultimately came from the Collector. Merely defeating them is not enough; you must see their every means of effecting evil systematically dismantled and neutralized.
You must personally disenchant or destroy the misused item(s) in their presence while explaining to them precisely how powerless and wrong they are. Once the former tyrant is thoroughly broken and made an example of, the rite is complete. Whether or not they can be convinced to make amends is outside the scope of this rite.
Miracle: Desolation
You may permanently snuff out all enchantments and effects on a single item held by the target, rendering it a completely nonmagical object. If the item is a powerful artifact (or other object of huge plot significance that would cause your referee a real headache to destroy just like that), its powers are instead suppressed for a number of weeks equal to your Hit Dice.
Favor: Honored Things
- Encourage others to give and share resources freely.
- Disperse ill-gotten hoards, with force if necessary.
- Undermine those who deny others peace and dignity.
- Pass another object of great value on to the Collector.