Wednesday, July 19, 2017

Religion and Religious Organizations in the World of Ravensburg

Giving more detail to religion in my world...

Spirits, not Gods

Three spirits are worshipped in the world of Ravensburg: the Divine Light (Law and Life), the Spirit of Nature (Neutrality and Balance), and the Shadow (Chaos and Death).

The Church of the Divine Light

The Church of the Divine Light worships the spirit of Law and Life, and its many manifestations in the Saints of the Church. The saints are persons of uncommonly holy conduct who have been recognized by the Church after their deaths. Two notable saints are Saint Baldric (patron of the greater good) and Saint Boudica (patron of righteous might).

The Clerics of Saint Baldric: Clerics of Saint Baldric must be lawful good or lawful neutral in alignment. All the rules of clerics as written apply to them.

The Paladins of Saint Boudica: Paladins of Saint Boudica must be lawful good in alignment. All the rules of paladins as written apply to them.

The symbol of the Church is a stylized image of the Morning Star. For Clerics of Saint Baldric, it is black on a white field. For Paladins of Saint Boudica, it is white on a blue field. Worshippers are lawful good, lawful neutral, neutral good, or chaotic good.


The Fellowship

Members of the Fellowship worship the spirit of Nature, often called Anima. They believe every living thing, whether plant or animal, is imbued with this spirit. All worshippers of Anima are either true neutral, neutral good, neutral evil, or chaotic neutral. The symbol of the Fellowship is a green tree, typically on a white or yellow field.

The Druids: Druids are the leaders of the Fellowship. Druids must be true neutral in alignment. All the rules of Druids as written apply to them.


The Temple of the Shadow

The Temple of the Shadow worships the spirit of Chaos and Death, and its many manifestations in Demons and Devils. Worshippers are chaotic neutral, chaotic evil, lawful evil, neutral evil. The symbol of the Temple is a kris, pointed downward, generally red or black, though the field color can vary greatly.

Priests of the Temple: Priests of the Temple must be lawful evil, neutral evil or chaotic evil in alignment. They are polysatanic and, while they may have a favored devil or demon, they often pray to whatever devil or demon suits them at a particular moment. Priests of the Temple generally cast the reversed version of normal clerical spells. Their weapons differ from those of by-the-book clerics and are limited to: daggers (curved or wavy), darts, scimitars, and tridents. They may also use poison. Otherwise the normal rules of (evil) clerics apply to them as written.





Saturday, July 1, 2017

Wasteland of Gath: The Pit

Played session 2 of +Christian Walker's Wasteland of Gath game, and had a blast again. Here's the report (again with some phrasing here and there borrowed from Christian's own post):

THE PIT

Shank and Kerg left the bus and headed down the barren road. It wasn't long before Kerg had to answer the call of nature and rushed forward to a massive pothole in the road to do so.

"Aw, just use that bush over there!" said Shank.

But Kerg ignored him and headed to the edge of the hole. Looking in he jumped back in shock and fright. "Jesus Christ!"

Shank drew his weapons as Kerg ran back toward him. There came a terrible moaning from the pit and out of it emerged three nightmare creatures. The foul things had pinkish-gray skin and were about a dwarf's height, maybe smaller, with long, spindly limbs. Seeing their sharp, bony claws, drooping facial skin, and pointed teeth, Shank realized they were witch-spawn.

He remembered the stories the old man – the one who taught him to steal – used to tell him: "On the night of a new moon, witches squat in damp holes and lay clutches of eggs. The witches often return at a later date to see how their brood has fared. The strongest are brought back to the witch's lair to serve as guards."

The creatures shambled forward toward Shank and Kerg. Shank threw a dagger that went wide, and Kerg shot at one with his crossbow. The creatures moved very sluggishly.

"They're slow!" called Shank. "Keep your distance from them and keep shooting. Don't let them close on you!"

Shank dashed behind a bush, and nearly ran headlong into a wasteland mutant who was already hiding there. The mutant dropped the bucket he was holding and a number of severed hands and feet spilled out onto the ground. Before Shank could react, the mutant took off running down the road.

Shank encounters a mutant behind the bush, as the fleshlings emerge from the pit.

"No time to deal with that now," thought Shank, who turned his attention back to helping Kerg with the fleshlings.

The man and the dwarf ran and dodged, bobbed and weaved. Kerg would sprint to a new position and reload. Shank tried to draw the witch-spawn across Kerg's field of shot as the dwarf released another bolt. Then they did it all over again.

Dashing around the battlefield, Shank and Kerg keep their distance from the witch-spawn.
The mutant has run off the map. 

One of the fleshlings finally went down with a bolt through its chest. But at the same time another monster closed on Kerg. He tried to release another bolt, but missed wildly. Shank ran up to the creature and transpierced it from behind.

Shank stabs a witch-spawn in the back.

Seeing its two brothers slain, the third ran back to its pit in the middle of the road, where it rocked back and forth convulsively, covering its head with its arms. Shank and Kerg approached the pit carefully. Shank threw his dagger, and Kerg shot his crossbow. That was the end of the third witch-spawn.

The two rogues found the pit was filled with tar, and littered with the skeletal remains of various humans and humanoids. Neither man nor dwarf had the stomach to rummage through the tar and bones.

They went back to the bush and examined the bucket and its contents. Perhaps the mutant was feeding the monsters. Perhaps he'd been scavenging to feed himself. The thieves found both options unsettling.

On the road, Shank and Kerg examined an odd human skull that was about 60% bone and 40% aquamarine. They picked it up to take with them.

Looking over at the metal door from one of the metal carriages that seemed to litter the road, Shank asked Kerg to help him flip it over. In a compartment on the inner side of the door the two found a bottle of spirits with healing properties – there were two doses remaining.

Scanning the horizon in the direction of the mutant's flight, Shank and Kerg spied a metal shack, toward which the mutant was still fleeing. Shank called out to the mutant, and held up the bucket as an offering to show he meant no harm to the fellow. The mutant panicked and ran even faster into the shack. Shank put the bucket back down on the side of the road.

"I'm not sure I like the look of that shack," said Shank. "If that creature was feeding the fleshlings, he may be serving some witch, and she may be near. I say we move on, and quickly."

"You'll get no argument from me, friend Shank," replied Kerg.

Tuesday, June 27, 2017

Origins Revisited: Stand-Up Guy (and I'm a Bit of a Heel)

After I whined about a game I was supposed to play in at Origins that didn't run, I learned the GM actually had a really good reason for his absence (a horrible airport experience that prevented him from arriving at Origins at all). Being a stand-up guy, he apologized publicly for it on his blog. I feel like a bit of a heel now, so I want to apologize for complaining since airline issues are obviously not the GM's fault. I've had them myself. I know what they're like. Now I'm just sorry the GM didn't get to make it to Origins at all. Turns out I had a better experience than he did. I should really count my blessings instead of grumbling.