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Deitys and Apologies
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<blockquote data-quote="Greenfield" data-source="post: 6004780" data-attributes="member: 6669384"><p>On an odd side note: That horse is going to help re-enforce a policy in our game world, one that some DMs have fudged on.</p><p></p><p>We aren't supposed to have <em>Teleport</em> available in any significant form. No blipping from adventure to adventure. Cover the ground in between.</p><p></p><p>Well, up until now, when the DM felt like blipping us someplace we ended up having to get new horses and gear. The various methods were always us and only us.</p><p></p><p>Now he has a horse, a gift from a deity that he won't abandon, won't simply let die. So he'll take it aboard ship, over mountains, wherever. And if whatever instant transport method the DM has cooked up doesn't allow for it, then he'll refuse to go. You don't just cast aside a divine gift, even if it is a gift from the collector of souls. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For the record, Arwyn is the Celtic ruler of the underworld, which is located in Glastonbury at a place called Tor. Vandos is a lesser deity in his service. He leads the Wild Hunt, which roams the land on the nights of the full moon (the "Hunter's Moon") and collects the souls of the fallen. </p><p></p><p>It's one of the few afterlife transitions that's supposed to be visible to mortals, as legend has it that on certain nights you can hear the horns of the riders and the baying of the Sluagh. Some people, so it is said, get caught up in the madness of the Hunt, either running with the hunters or fleeing before them. Mortals will eventually fall by the wayside as exhaustion takes its toll, and the Sluagh won't actually harm a mortal that they run down. It isn't your <em>body</em> that they're after. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Greenfield, post: 6004780, member: 6669384"] On an odd side note: That horse is going to help re-enforce a policy in our game world, one that some DMs have fudged on. We aren't supposed to have [I]Teleport[/I] available in any significant form. No blipping from adventure to adventure. Cover the ground in between. Well, up until now, when the DM felt like blipping us someplace we ended up having to get new horses and gear. The various methods were always us and only us. Now he has a horse, a gift from a deity that he won't abandon, won't simply let die. So he'll take it aboard ship, over mountains, wherever. And if whatever instant transport method the DM has cooked up doesn't allow for it, then he'll refuse to go. You don't just cast aside a divine gift, even if it is a gift from the collector of souls. :) For the record, Arwyn is the Celtic ruler of the underworld, which is located in Glastonbury at a place called Tor. Vandos is a lesser deity in his service. He leads the Wild Hunt, which roams the land on the nights of the full moon (the "Hunter's Moon") and collects the souls of the fallen. It's one of the few afterlife transitions that's supposed to be visible to mortals, as legend has it that on certain nights you can hear the horns of the riders and the baying of the Sluagh. Some people, so it is said, get caught up in the madness of the Hunt, either running with the hunters or fleeing before them. Mortals will eventually fall by the wayside as exhaustion takes its toll, and the Sluagh won't actually harm a mortal that they run down. It isn't your [I]body[/I] that they're after. :) [/QUOTE]
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