Tuesday, October 29, 2024
The King in the Mountain
Friday, October 11, 2024
Friday Encounter: Trial by Champion
Wednesday, October 9, 2024
Falkenau
- The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
- The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
- Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
- Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
- When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
- The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
- There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
- Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
- Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
- Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
- Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
- Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...
Friday, January 26, 2024
Friday Encounter: The Undying Prophet
Background
Long ago, a monk named Isard was a devout follower of the most prominent and powerful religion in these lands (in the Lunar Lands, this would be the cult of Voltan; it will work best if you use whichever cult holds this position in your campaign setting). Though he belonged to a nearby monastery, he was entrusted with tending to a small roadside shrine. However, he attracted the ire of the gods when the shrine was robbed by bandits, and instead of standing in its defense, the cowardly monk traded a holy relic to the robbers in exchange for his safety (and a heavy coinpurse). For his faithlessness and greed, he was cursed with eternal life, becoming a huecuva. Now, he must wander the world, eternally barred from joining his divine masters in the afterlife.
Such a curse only filled Isard with resentment. He believed he was only doing what he needed to do in order to save his life, so that he could continue to serve the gods and bring aid to those who needed it in this world, rather than throwing his life away out of blind faith. As the years passed, Isard's hatred for the pettiness and ingratitude of the gods grew and grew. Even if he had the life he savored, he knew the gods spurned him for it. In time, he came to desire revenge - and began to style himself as a prophet to lead the faithful astray and breed discord in the cult.
The Encounter
Some way or another, the PCs should come upon a congregation of worshipers gathered around an unkempt man in simple robes preaching strange revelations - perhaps standing on a rock by the side of the road, or in the center of a village. If the encounter is used near a large town or city, the prophet will set up shop outside the walls or on the outskirts of town, so as not to attract too much undue attention. The people are enthralled by the man's words, watching his every move as though in a trance; they will not react to the PCs approaching them as though they don't notice, though they will respond if attacked or spoken to.
The prophet - Isard in the guise of a mortal man - makes bold claims, stating that his former faith has lost its favor with the heavens, and that only he speaks the truth of what the gods desire. He claims that the law of the land fears him for the upheaval he will bring, but that the teachings of the church are falsehoods forged by greedy men - perhaps even led astray by demons! Only he can lead the people to once again attain the favor of the divine!
After his sermon, Isard will invite anyone who wishes to learn more to meet him at the ruins of a shrine some distance from his present location (the shrine that he tended to in life). If questioned by the PCs, he will relate the same information as in his sermon, taking care to conceal his true nature.
If the PCs follow Isard to the shrine, they will find it consists of an circle of crumbling pillars along a track that has long grown overgrown with time. During the day, there are 2d10 members of the cult (stats as commoners) gathered here, listening to Isard preach further revelations. Once his followers are in the cult, he is willing to share "revelations" too risky to speak of among civilization - namely, that the corruption in the church reaches far too deeply for the gods to sort out on their own. The only way to restore order as the gods desire is to overthrow the church - starting with the same monastery that Isard belonged to in life!
Isard's cult meets every week, gathering at noon, when the sun is at its highest (this is because he is capable of appearing as a living human in the sunlight). There, they listen to his sermons and prepare for an uprising, training and stockpiling weapons. In two weeks, they plan to launch their attack, where they will overrun and sack the monastery, killing everyone in their path.
Further Developments
Perhaps PCs will seek to investigate Isard's claims, or perhaps they will fall under his sway and join the attack on the monastery themselves. Whichever it is, Isard himself does not believe himself to be a prophet or his words to be divinely inspired - he thinks the gods are right, he just doesn't like that. Rather, he believes that the people can be led astray by claims of divine inspiration, and that this will gather the support he needs to overthrow the monastery, in addition to spreading confusion and doubt among the faithful to sabotage the church.
The cultists do not know that Isard is a huecuva, and he takes precautions to ensure that he is not discovered. During the night, he retreats to a cave not too far from the shrine so that no one sees his true undead appearance; he keeps the location of the cave secret from everyone, even his followers. Also in the cave is a cache of 3d12x10 GP's worth of gold and jewels provided by Isard's followers as "donations for him to buy food with" - he doesn't ask for any such thing, but accepts it anyway to throw off suspicion. If asked, no one in town has ever seen him buy anything at the market.
If Isard's true nature is revealed to the cultists, most of them will be horrified and realize they were being deceived by an unholy creature. However, for each cultist who discovers the truth, there is a 25% chance they will instead believe that their prophet's immortality is a divine miracle, and this will only further convince them that he speaks the truth!
If the monastery is questioned, no one knows anything about Isard - he was cursed long before anyone currently in the monastery was alive. However, they do know of the shrine, and that the relics held there were stolen long ago. A perusal of the monastery's records will bring up that Isard belonged to the order centuries ago and cared for the shrine at the time it was robbed, but the records are not available to the public and may require persuasion (or stealth) to obtain.
If the party brings forth the story and manages to win the trust of the monastery (such as by repelling the uprising), it is possible the monks will send them to find out what happened to the relic, and if possible, to recover it. If so, the sanctity of the shrine might be restored, and it may have some benefit to grant to the PCs...
Sunday, July 3, 2022
Gods of the Lunar Lands
- The way religion works is generally in the Roman model. There are innumerable gods out there, representing just about every concept imaginable, but the popular cults tend to revolve around a select few with commonly applicable or useful domains. The gods are in effect personifications of the driving forces behind reality, embodying all aspects of creation.
- Beyond the popular cults, however, there are many examples of petty gods dedicated to trivial things, local deities, deified ancestor figures taken from Old Faith traditions, saints venerated within the cults of the gods, and the like. These things are not mutually exclusive.
- I try to portray a religion that is truly polytheistic, rather than henotheistic. There are temples and cults that are dedicated to a singular patron god, but the majority of people will venerate all of them. Even a cleric of Kerne will understand that an offering to Olmo is a good idea when preparing for a sea voyage.
- The way religion is practiced takes influence from Roman and Germanic paganism. Sacrifices of crops and livestock are common, and most people have a small household shrine to offer to the gods watching over their families. The most common sacrifices for each god are listed below.
- Aesthetically, I like to imagine clerics and temples taking inspiration from the Eastern Orthodox Church, if for no reason other than that it's so much lesser-used compared to Catholicism (and I say this as a Catholic). Besides, onion domes are cool.
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| You also can't convince me these monks don't look like fucking wizards. |
- There aren't such things as racial deities in my setting, nor are there pantheons unique to certain regions. While traditions will obviously differ from place to place, and while certain gods may be more popular in different areas than others, the prayers of the faithful are all generally going to the same beings regardless of what or where they are. Dwarves, for instance, largely worship Weyland, and orcs worship Kerne and Morthanos, but they do so with their own rituals and their own names. This is more akin to how ancient polytheists viewed religion - there are records of correspondence between two Roman theologicians arguing other whether or not the God of the Jews was Jupiter or Saturn. I feel like this is a fun concept that makes pantheons seem more cohesive, like they belong in the world, rather than being made up for a game. That's something that's important to me.
- Voltan's symbol is a crown, sometimes crossed by a sword with the balance of a scale as its crossguard. His associated color, used on the vestments of his priests and the domes of his temples, is gold.
- The center of Voltan's cult is the Holy City of Lescatie, and it is for this reason it is considered the most important cult center of all. It is led by Matriarch Wilmarina I, whose political clout rivals that of the Emperor.
- Alignment: Lawful Good
- Domains: Order, Unity
- Oaths: Crown, Heroism, Vengeance
- Sacrifices: Gold, incense, cattle, wine
- Marseah's symbol is a pair of hands clasped in a gesture of prayer. Her associated color is white.
- The center of Marseah's cult is the city of Heidenheim in Vardessy. It is led by Matriarch Hildegarde III.
- Alignment: Neutral Good
- Domains: Life, Peace
- Oaths: Devotion, Redemption
- Sacrifices: Incense, candles
- Torvald's symbol is a key fashioned of silver, as it is believed that he blessed silver as his holy metal and imparted it with the ability to repel the unnatural. His associated color is also silver.
- The center of Torvald's cult is the city of Torvaldshaupt in Vardessy. It is led by Patriarch Ulrich II.
- Alignment: Lawful Neutral
- Domains: Protection
- Oaths: Watchers, Devotion
- Sacrifices: Silver, sheep
- Solenna's symbol is that of a sun disk. Her associated colors are yellow and red.
- The center of Solenna's cult is the capital city of Venec in Togarmah. It is led by Patriarch Otho VI.
- Alignment: Neutral Good
- Domains: Light
- Oaths: Devotion, Redemption, Heroism
- Sacrifices: Wheat, chickens, candles, cattle
- Morthanos's symbol is a scythe crossed by a lantern, representing the two items he carries as he walks the roads of the mortal realm. His associated color is black.
- The center of Morthanos's cult is the city of Olarra in Taldameer. It is led by Matriarch Marisela III.
- Alignment: True Neutral
- Domains: Death, Grave
- Oaths: Watchers, Redemption
- Sacrifices: Incense, coins, candles, libations
- Kerne's symbol is four weapons (swords, maces, spears, axes, etc.) placed on one another to form an eight-pointed star. His associated color is red, and he is also associated with bronze and iron.
- The center of Kerne's cult is the town of Keldrholt in the North. It is led by Patriarch Vidar I.
- Alignment: Chaotic Neutral
- Domains: War, Zeal, Blood
- Oaths: Conquest, Glory, Ancients
- Sacrifices: Iron, weapons, the first kill of a hunt, ale, mead




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