BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Mousamachia

One of the Atlas Festival's main events is the Mousamachia; a tournament of music and combat combined that draws in bards and their companions from all around the world. The Mousamachia started as a far less official event in the first few years of the Atlas Festival after the bards in attendance were asked to stop breaking into bouts of Lovaas Grah in the middle of the thoroughfares. As a compromise the bards all gathered together and two by two settled their grievances in succession. Inevitably crowds flocked to watch and by the end of it all many bards had forgotten their original gripes and changed to the songs of playful roasts instead of blood and vitriol. Overtime this eventually evolved into the large scale and formalized tournament it is today as Lovaas Grah are still potentially to the death which was a point of concern for a festival of worship and new life.   Contestants register as "bands" of up to seven members. Each member of the band can choose to participate as either a musician or a combatant. Combatants are known as "moshers" while musicians are called "makers". While officially the roles are chosen at the beginning of each set it isn't unheard of for moshers to tap out or makers to jump in the pit mid-set. So long as there's always at least a singular member of each role active at any given moment, it's fair play. See the Special Maker Actions section below for more details.  

Tournament Divisions

The Mousamachia is split into four divisions to give contestants of varying skill levels a chance to shine. Smaller bands of stronger contestants might be moved down a division while other bands might have a member that would usually be in a weaker division, but for the most part each division contains contestants of the following levels:
  • Apprentice Division: 1st through 4th level. This division has the highest number of registered bands and is done before any of the others, during the first few days of the Atlas Festival.
  • Journeykin Division: 5th through 10th level. The Journeykin Division is often a hot spot of betting and culture as many bands in this division have been competing for multiple years but their abilities have not yet surpassed the point where predicting what happens next is beyond the average kin's ken.
  • Headliner Division: 11th through 16th level. Most years this division has at most ten registered bands, with six of those being bands who retired from active adventuring and join the tournament every year. The Headliner Division is famous for incredibly flashy moshes and while the the few Headliner sets per year are always used as main events, the moshes of this division aren't always everyone's cup of tea. Some don't like the terrifying reality of what headliners are capable of, while others just feel lost and unable to process how fast the tides can turn with so much going on.
  • Legendary Division: 17th through 20th level. The smallest of the four divisions, with no guarantee to even take place each year. In the event only a single band of this division registers, an exhibition match is held against the winners of the Headliner Division instead. These sets are always received with an aura of excitement as so few legendary bards and heroes are willing to show off the full extent of their abilities where anybody can see, and even fewer have the time to devote to such an event.
 

Opening Performance

Each set begins with a musical face-off between the two bands that builds and builds until the energy is too much and the mosh begins! During this time performers can cast buff spells in preparation for the mosh, increase their sway, win bonuses to the upcoming initiative check (+1 for each contested group check won), and attempt to glean information about their opponents through their own performance.   Each band makes three group checks as part of the performance. Individual contestants choose what kind of skill or tool check they want to make and can choose different ones each time. These checks can be anything the contestant wants, but players must be able to explain how a given check adds to the overall performance and the DM may decide certain checks may have added negative effects if they don't succeed. In addition, succeeding on a check by an exceptional margin, as well as creative use of spells or other abilities can potentially improve the performance and increase your band's sway. Spells cast during the opening performance must have a casting time of 1 minute or less, and are included as part of the contestant's contribution to a single group check. These spells however do not consume duration until the mosh begins.   The DM will keep track of both the total sum of these checks and the success/failure count of each group check. Both of which will contribute to a band's Sway. The Band who wins at least two out of three of the group check starts the Mosh in control of the Performance.   Which band wins a given contest is decided by the total number of successes each group has. Tiebreakers are decided by the total sum of each band's individual checks. In the incredibly unlikely event of both band's having the exact same total sum, the win goes to whoever has the higher sway. In the abysmally low chances of both bands having equal sway on top of everything else, the audience demands an encore and the opening performance extends to a fourth contested group check or more.  

Sway

While combat plays a major role in this tournament it is still public entertainment first and foremost. "Sway" refers to effect you've had on the audience and how much of their attention your band holds and is important as it represents the audience's vote in which band wins a set but also grants a number of benefits when your total sway passes certain milestones. The effects of Lair actions and who they benefit are also dependant on how much sway each band has in relation to the other. The more sway a band holds over their opponent the more the lair actions favour them.   How much sway you start a set with depends on a number of factors (that the DM will keep track of) such as your band's renown/popularity, how impactful of an entrance your band makes, and how much Sway you had at the end of any previous sets.   Once the opening performance reaches it's breaking point, each contestant rolls initiative and decides whether they are going to start as a maker or mosher for this set. The Moshers of each band can then teleport to any spot of their choosing on their band's side of the battlefield. From that point on each contestant can make a check as part of their turn (no action required). High rolls increase your band's sway over the audience and might even grant a bonus to actions you take on that turn while rolling badly can negatively influence those same things. Performance checks are the standard but things like an Acrobatics check to jump from the cliffs above the stage to the central mosh pit are also a possibility.   The amount of sway you earn at the end of a set once again depends on a number of factors (that the DM will keep track of). These include things like how many moshers on a given band are left standing, whether the combat was a close victory or overwhelmingly in favour of one band, as well as the total sum of Performance and other such checks from a band. Moshers that win despite their band holding significantly less sway over the audience than their opponent gain a huge bonus in their next set as upset wins are always a great way to catch the audience's attention and favour.  
Sway Die
The support of the audience carries a power not unlike that of a bard's. A band that holds at least 30 sway gains a d4 at the top of each round. This d4 is called a sway die. A creature can not have more than one sway die at a time and can only use them after the mosh has started during a set. A sway die can be used in any of the following ways:
  • You can add or subtract the number rolled on the sway die from any roll you make. If this is used for a d100 roll, you effect the final result (not the individual dice). If the sway die would push the result beyond 1 or 100 it instead loops back to the opposite end (ie. a if you rolled 99 on the d100 and added the 3 you rolled on a sway die, the end result would be 2, not 102).
  • You can choose to gain a number of temporary hit points equal to one roll of the sway die.
  • As a reaction when a creature makes an attack roll against you, you can gain a bonus to AC equal to half the number rolled, potentially making the attack miss. This bonus lasts until the top of the next round.
The sway die you gain changes when the sway held by your band surpasses certain amounts; a d6 at 70 sway, a d8 at 150, a d10 at 210, and a d12 at 300 sway.  
Lair Actions
On initiative count 20 (losing initiative ties), the audience takes a lair action to cause one of the following effects; the audience can't use the same effect two rounds in a row:
  • Healing word is cast at Xth level on three creatures. The DM decides which creatures are healed based on how much sway each band has compared to the other.
  • Seven creatures gain a point of inspiration. The DM decides which creatures gain the inspiration based on how much sway each band has compared to the other.
  • Thunderwave is cast at Xth level originating from any point in the mosh pit. The DM decides where the spell originates from based on how much sway each band has compared to the other.
  • The audience is on the edge of their seats! At any point before the next lair action takes effect the audience can use a special reaction to decide the outcome of an attack roll, ability check, or saving throw. When they do so the audience decides to treat the roll as a 1, 10, or 20. The DM decides the result based on how much sway each band has compared to the other.
  • A number of glyphs equal to the current number of moshers in the pit minus 1 appear in unoccupied spaces that DM decides upon based on each band's comparative sway totals. These spaces become filled with harmonizing melodies and minor illusions of musical notation. Each mosher can immediately move up to their speed towards one of those spaces, with the first creature to step on each glyph claiming it for themself. When two creatures try for the same space, who gets their first is decided by: who was closer > who has the higher relevant speed > who is higher in the initiative order > whose band is in control. Any mosher that fails to claim a glyph takes thunder damage equal to 3 × the division's spellcasting modifier.
Whenever a spell is cast as part of a lair action, the level it's cast and other relevant details differ depend on which division of the tournament a band is competing in:
  • Apprentice Division: The spell is cast at 1st level, has a save DC of 13, and a +3 modifier.
  • Journeyman Division: The spell is cast at 2nd level, has a save DC of 15, and a +5 modifier.
  • Headliner Division: The spell is cast at 4th level, has a save DC of 17, and a +7 modifier.
  • Legendary Division: The spell is cast at 6th level, has a save DC of 20, and a +10 modifier.
 

Controlling The Performance

While the sway a band holds over the audience influences the outcomes of each set immensely, equally important is the morale of each band and whose song is leading the other. The band who While in control of the performance, your band gains the following benefits:
  • A bonus to certain special actions like Join The Fray or Pillaring. This bonus is equal to half the division's spellcasting modifier rounded down.
  • Access to certain maker actions. (See the "Special Maker Actions" section below.)
  • The band that starts the mosh in control of the performance can take the "Modal Shift" action without using sway. This action takes place as part of rolling initiative and any changes made as a result of this action take place before moshers decide where they will teleport to in the pit.
  • Ties always go to the band currently in control of the performance. This includes contested rolls after the mosh has begun as well as any event that would otherwise be decided by which band has more Sway over the audience.
 

Special Maker Actions

Makers have restrictions on the kinds of actions they can take but also have special actions that only they can take. The following actions can only be taken by a contestant that started their turn on stage:   Accelerate Tempo. (Your band must be in control of the performance to take this action.) You quicken the tempo of the performance, constricting the mosh pit by a number of feet equal to 1d4 × 5 as the Heavenly Dome bears down on the Pit.   Cacophony. You attempt to disrupt the concentration of an opponent. The target must make a Concentration check against a DC equal to 8 + your Performance (Charisma) modifier. On a failure, the target loses concentration on whatever spell or feature they were currently maintaining. This action can also target any creature who took the Ready action but has yet to trigger whatever act they readied. If you have a feature or some other active effect that prevents you from rolling lower than a certain number on Performance checks (Ie. Reliable Talent), increase the DC to your minimum roll + your Performance modifier. You can use your sway die to increase the DC of the concentration check by half the number rolled.   Heckle. As a bonus action on your turn, you attempt to lower the morale of an opponent. A target of your choice that can hear you must succeed on a Wisdom saving throw against DC equal to 8 + your Charisma + your proficiency bonus. On a failure, the creature suffers a penalty to the next attack roll, ability check, or saving throw they make equal to your Charisma modifier. If you know the vicious mockery cantrip you can take this action as part of casting that spell; if you do so, the cantrip still deals no damage but instead increases the inflicted penalty by half the damage that would've otherwise been dealt.   Join The Fray. You attempt to leave the stage as an action and join the fight! Make a Performance check, the result of this action depends on the result.
 
Check Effect
0 - 5 You fail to leave the stage, disrupting your band's performance. Immediately end your turn. -10 Sway.
6 - 9 You fail to leave the stage but don't disrupt the other makers. -5 Sway.
10 - 14 You join the fray and immediately end your turn.
15 - 19 You join the fray with flair. +5 Sway.
20 - 24 You make a big splash as you join the fray. You can take one additional action this turn. +5 Sway.
25 - 29 You join the fray to great applause. You teleport to any space within the mosh pit and can take one additional action this turn. +10 Sway
30+ The whole arena cheers as you join the fray. You teleport to any space within the mosh pit, can take one additional action this turn, and your band immediately takes control of the set if you weren't already in control. +15 Sway

Modal Shift.
(Your band must be in control of the performance to take this action.) You alter the battlefield through a combination of near perfect illusions and actual physical changes to aid your allies or hinder your foes. Taking this action consumes a great deal of the power granted by the sway you have over the audience however. Each option includes the amount of Sway consumed, and a tag that indicates whether it is an "element" or "field" effect. There can only be 1 option of each tag in effect at any given time. The following options are available for you to choose from:
  • Cover (5 Sway, element) - Up to 7 barriers sprout up in spaces of your choosing. These barriers can appear in a space a creature is currently occupying so long as it is on the edge of that creature's occupied space. These barriers appearance are dependant on the active field effect but they always provide suitable cover for a Medium or smaller creature to attempt to hide behind and can provide up to Three Quarters cover depending on a number of factors the DM will keep track of such as size category and angle of attack.
  • Dreamspace (30 Sway, field) - You call on the hopes and dreams of every creature in the arena and cause a minor planar overlap with Hypnos. 7 stars appear in spaces of your choosing within the mosh pit and constrict inward with the Skyfall. A creature that moves into the space of one of these stars, willingly or otherwise, is automatically teleported to another star. If your band is in control of the performance and you willingly move into a star's space you choose which of the other stars you teleport to, otherwise roll a d6 to determine your destination. A creature can only teleport in this way once per turn.
  • Fog (10 Sway, element) - You cast the fog cloud spell in an area of your choosing as if it was a lair action spell. If your band is in control, the fog cloud's area is only lightly obscured instead of heavily obscured. Once per round, a maker belonging to the band in control can move the fog cloud up to 20 feet in any direction. Counterspelling or dispelling the fog cloud shifts the active element back to the "Peaceful" option.
  • Forest (10 Sway, field) - Trees sprout throughout the mosh pit, breaking up sight lines and potentially providing half cover. The canopy is dense enough that it can support the weight of a Medium or smaller creature and flying through it requires a Dexterity (Acrobatics) check against the division's spell save DC if you are Small or larger. In addition, the canopy provides three quarters cover against attacks made through the canopy. Makers of both bands can see through the trees as if they were lightly obscured and spells they cast that target only their own band members pass through the forest without impediment.
  • Fortissimo (15 Sway, element) - All noise within the field, both on stage and in the pit, grows louder and louder. While this element is in effect, creatures have an advantage on Perception checks based on hearing, disadvantage on any saving throw made to resist the deafened condition, and any areas of magical silence are suppressed but not dispelled. In addition, once per turn when a mosher deals thunder damage, they can choose to deal an extra 1d6 thunder damage.
  • Mountain (10 Sway, field) - The pit inverts, becoming a mountainous peak. The central area remains flat plateau while the area around it sinks to slopes steeper than they are in any other field effect. A creature on these slopes has disadvantage on any checks they make to attempt to pillar or escape the skyfall. In addition, a creature without a climb or fly speed that takes the Dash action must succeed on either an Athletics or Acrobatics check against the division's spell save DC, falling prone and potentially rolling down the mountain on a failure. A creature only needs to make one such check per turn, even if they take the Dash action multiple times.
  • Peaceful (5 Sway, element) - The standard element with no special traits or effects.
  • Pianissimo (15 Sway, element) - The sounds of the arena fade away leaving only the lightest sounds of music and battle. While this element is in effect, creatures have a disadvantage on Perception checks based on hearing, advantage on any saving throw made to resist the deafened condition, and any thunder damage dealt is halved. In addition, a creature that attempts to cast a spell with verbal components must first make a Constitution (Performance) check against the division's spell save DC. On a success the spell is cast normally but on a failure the casting fails, wasting the action but not consuming a spell slot.
  • Spotlight (10 Sway, element) - A brilliant beam of bright light falls on a single creature of your choice, making them the center of attention. While under the spotlight a creature is unable to hide or benefit from the invisible condition and they have advantage on any checks they make to increase their band's total score. The creature under the spotlight also holds the audience's attention even more so than usual, doubling the amounts of Sway they gain or lose for their band. If the creature under the spotlight is a mosher, attacks against any creature other than them have disadvantage, attacks against them have advantage, and attempting to target a creature other than them requires you to first succeed on a Wisdom saving throw against the division's spell save DC or target the mosher under the spotlight instead. A maker whose band is in control of the performance can change the target of the spotlight as an action on their turn.
  • Swampland (10 Sway, field) - The field becomes mucky and flooded with still water. Wooden docks span areas of murky water that are 15 feet deep. What actual land there is hides areas of 3 foot deep mud which upon stepping on forces a creature to make a Strength saving throw against the division's spell save DC. On a failed save, the creature is restrained. At the start of each of their turns, a creature can repeat the saving throw, escaping prone just outside the mud hole.
  • Rough Patch (5 Sway, element) - You create non-magical difficult terrain of a type that fits the active field effect and that covers up to 70 square feet of ground (14 spaces on the grid). These areas can be spread out or in one big cluster but can be no smaller than a 10 foot square in one place.
  • Rushing Rivers (15 Sway, field) - Springs of water erupt at the top of either slope and send shallow rapids rushing into the central pit where it magically settles at a little over half a foot deep. Trying to move upriver requires a Strength (Athletics) check against the division's spell save DC and costs 4 feet for every 1 foot traveled while attempting to move downriver requires a Dexterity saving throw against the division's spell save DC. In either case a failure causes the creature to fall prone and be carried downriver, taking bludgeoning damage as if they had fallen a distance equal to that traveled before reaching the bottom of the slope.
  • Tall Grass (5 Sway, element) - Illusory grass or some other phenomena appropriate to the current field effect appears and fills the mosh pit. The grass is 3½feet tall and heavily obscures any creature fully below that height. A creature whose eye level is below that height can see through the element but their vision is lightly obscured.
  • Twilight (5 Sway, element) - The arena becomes awash in the liminal time between night and day. The field becomes entirely dim light with the exception of any light (magical or otherwise) carried or created by contestants.
  • Valley (5 Sway, field) - The basic field effect seen in the preliminary matches. It has the standard twin grassy slopes leading into the central dirt pit.
  • Windstorm (15 Sway, element) - The sky becomes a stampede of anemoi thuella and harpyiai. While this element is in effect, a flying creature must succeed on a Strength (Athletics) check to take flight or to remain in the air at the start of their turn, the air is difficult terrain, ranged weapon attacks are made at disadvantage, and fall damage is doubled.
  Slow Tempo. (Your band must be in control of the performance to take this action.) You slow the tempo of the performance, holding back the Heavenly Dome's descent. The Skyfall does not progress at the top of the next round as long as your band is still in control of the performance at that time. In addition, moshers in your band gain a bonus to any checks made to pillar or avoid skyfall. This bonus is equal to your Charisma modifier (minimum of +1).   Switch. You attempt to switch the position of two active contestants. The two targets must be members of the same band and can be no more than 30 feet apart from each other. An unwilling target can attempt to resist the effects by making a Charisma saving throw against a DC equal to 8 + your Charisma (Performance) bonus. A creature on stage makes this save with advantage. If either target successfully resists the Action fails and the opposing band gains 5 sway per successful save. +5 Sway on a successful switch or +10 for unwilling targets.   Take Control. (This action can only be taken while the other band is in control and only once per round.) You attempt to take control of the performance. Make a contested Performance check against a maker of the other band. Ties go to the band with higher sway. If both bands have equal sway, the defender retains control of the performance. For all the benefits of being in control of the performance, see the Controlling The Performance section above.    

Special Mosher Actions

These actions are only available to a contestant that started their turn in the mosh pit. As moshers are not as restricted in what actions they can take as makers are, only a few new options are detailed here.   Pillar. (This action can only be taken while under the Skyfall.) While pillaring can happen at any time, a mosher that intentionally attempts it as an action gains a bonus to the check, the amount of which depending on the sway held by their band.   Rallying Cry. As a reaction, immediately after you have done something suitably impressive such as knocking out an opponent, scoring a critical hit, or successfully pillaring; you cry out to rile up the audience. Until the end of your next turn, your band members roll two dice when they use their sway dice. A creature can choose to use either individual result or to combine the two rolls into one total.   Retreat. (This action can only be taken while the stage is within your reach.) As an action you attempt to leave the mosh pit. Make a Charisma saving throw against your Division's spell save DC (as detailed in the Sway section above). If you fail by 5 or more, other moshers in your band take a hit to their morale and suffer a penalty to the next attack roll or saving throw they make equal to 1d4 . On a success you exit the mosh pit and immediately end your turn. If you succeed on the save by 5 or more you can immediately take one additional action before ending your turn.   Tap Out. (This action can only be taken while the stage is within your reach.) You extend your hand out to an ally maker on stage. Make a DC 15 Persuasion check. On a success, you and your ally swap positions and you take the rest of your turn on stage. On a failure, you can still swap positions if the allied maker uses their reaction. If you fail the check by five or more, your band loses sway and a maker on the opposing band can use their reaction to stop the switch. On a result of 20 or higher, your band gains sway and the ally you switched with can take either the Dash action or a bonus action as soon as they enter the mosh pit.

Origin of "Mosher" and "Maker"

How the combat members of bands came to be known as "moshers" is uncertain but the two leading explanations both say it came from the name of the tournament. The divergence in these two theories is in which part of the name it came from. In the first version of this tale the title came into being when the soon-to-be champion of a tournament got roaring drunk before the very first match and stayed that way until the finals. What had started as a battle cry of "Let the Mousai bless us!" progressively became more and more distorted that by the finals it was a very enthusiastic "LET'S FUCKING MOSH!" The second account states that it originated as an orcish pronunciation of "Mache" (as horkoi is part of the theistic language family) and was spread to the other kin due to the popularity of this tournament within the greater orcish community. Many who do ascribe to this theory will also refuse to write out the word mosh as a sign of respect for the orcish taboo regarding written transcriptions of the their language. But by either explanation it's agreed that the non-combatant members being called "makers" came second and that it was devised by the organizers of the Mousamachia one year as a tongue twister contest for children too young to compete in the actual tournament. That tongue twister being "Moshers Make Makhae to the Mousa of the Mousamachia Makers."

Terminology

Atlas Gambit - Intentionally accelerating the rate of skyfall so an incredibly strong mosher can attempt to pillar and be the last one standing. A very effective but incredibly difficult to pull off and risky way to win a set and sway the audience. Nearly impossible for even the strongest contestants.
Band
- A group of up to seven kin that registered together to compete in the Mousamachia. Includes all members and not just the musicians and bards.
Heavenly Dome
- The barrier that surrounds the arena to prevent errant weaponry and magic from flying into the audience.
Herakles Gambit
- When a mosher of a band not in control of the performance attempts to pillar to forcefully stop the progression. Usually used as a means of buying time or as a show of strength to sway the audience.
Kin - A catch all term for any intelligent race that possesses free will and that originated within the Sallesian Realms. Humanoids, awakened beasts, centaurs, true giants, and more are all counted among the kin but abberations, monstrosities like the manticore, or any race that comes from the outer realms are not.
Lovaas Grah
- A sacred tradition among bards for settling anything from petty grievances to blood feuds. For more info see the full article here.
Makers
- The non-combatant members of a band in any given set.
Moshers
- The combatant members of a band in any given set.
Mosh Pit
- The parts of the arena where moshers fight. At the start of a set this includes every part of the arena except the stages and areas under the effects of skyfall.
Mousamachia
- Mousamachia is celestial for "War of Songs".
Pillar/Pillaring
- Attempting to hold up the skyfall through sheer physical might. Usually attempted by moshers who were unable to escape skyfall or who were thrown out of the pit by force. Only a single mosher from each band can pillar at a time as magic forces one to bear the whole weight of the sky alone.
Set
- The battle between two bands in any given round of the tournament.
Skyfall
- The increased gravity that constricts the mosh pit as the heavenly dome "falls" on the arena.
Stage
- The warded magic circle from which makers can safely perform. Each band has their own stage.
Sway
- The support of audience members harnessed and converted into magical power by the arena's rune arrays.

Cover image: Moonlit Midnight by Jadelaw413

Comments

Please Login in order to comment!