And Domhnall, famed even in the west, has passed;
his grey, war-weary son rules now
Governs a land of teeming beasts and rich black soil
Where his vegetables grow;
Ei-eye ei-eye oh
And wandering that place, a thick-tusked boar
With thunder-bearing feet,
Gimlet eye, and ancient tread;
A monstrous rooting sound
Precedes it; echoes, through that shaded realm;
And follows, where that great beast goes;
Ei-eye ei-eye oh
Ah! Domhnall, famed even in the west, has passed!
His grey, war-weary son rules now
O’er fields of grain and forests wild
Where twisted ranks of brambles grow;
Ei-eye ei-eye oh
And writhing in some jewel-like pond a drake
Lifts up its head, and snaps its jaws,
And shakes the earth; and rumbling quake
Precedes and follows as it goes;
Ei-eye ei-eye oh.
And monstrous rooting sounds still ring
Out here, and there, and everywhere;
Past Domhnall’s grave, across rich land
Where yet his willow-bent and stiff-limbed son endures
To reap; to rule; to, of the fates of
beasts and men, dispose;
Ei-eye ei-eye oh
The sun has set. Domhnall has passed.
His grey, war-weary son rules now
A land of sprawling hills; great-walled paddocks
Wherein his silvered cattle low
And groan, to fill the moon-touched air.
—there is no end to them
But where night’s grieving edge bears down
And silent, eerie deepness grows:
Ei-eye ei-eye oh.
In the dusty wind, the sound of boar
fades out.
The drake’s last call rings out, and falls
Away; and so it goes:
Ei-eye ei-eye oh.
The light is lost. Domhnall has passed
His grey, war-weary son rules now
O’er field and drake and boar and cow
(with bludgeon, boar-spear, gun, and plough)
Checked Ianthe's advice.
Ash was falling. There's not much
covering haiku.
I have adored Nobilis for at this point the majority of my life, but it's always had a particular sticking point in playing it: I have no idea how to GM it. I've read the books front to back and I continue to find that aspect impenetrable. Are you aware of any resources on GMing this wonderful but dense game?
Not specifically!
The Glitch NPC (miracle point equivalent) pool is based on a trick a friend of mine uses when running it, which is to say, rather than worrying about what each individual NPC can do, just keep a pile of points around that everyone interacting with the PCs as anything but an ally will use. The big thing that does is keep you from stressing too much or too little about the way the world outguns the PCs.
It was always my general vision that you’d get a look at the PCs’ Estates and then just kind of play to that, throwing thematic stuff at them and letting them figure out what parts of that are difficult and what parts of that they handwave away with a miracle for themselves.
Ianthe’s advice in 2e is the best I could do at the time.
I tried at one point to build a paint-by-numbers system for GMing Nobilis, which grew and grew and grew and then shrank a bit until it became Chuubo’s Marvelous Wish-Granting Engine; if you ignore the parts of that engine that directly overlap, what you have is just the idea of “if they’re giving a lot of speeches, get them to take action and let them get in over their head with it” (the blue stuff in Chuubo’s), “if they’re listening to you but not doing much, throw a building mystery at them” (the red stuff in Chuubo’s) … and so on, for the other six colors. But ultimately that’s just generic GM advice for trad games, really, not Nobilis-specific.
These days, for Nobilis, I personally think the most important thing is getting players to do at least one or two actions a session each that they, you, and the other players take seriously. If your players are regularly stopping to go, “OK, watch this,” and willing to pull back into relative quiet after that to let you frame consequences and the other players act, you’ll be good.
Most of the burden there, of course, is on the players and not the GM, with the only thing the GM has to keep in mind is to keep angling for it. That may be why people think GMing is complicated, because they’re not trusting their players—correctly or incorrectly—to do their part there.