[hivemind] My kingdom for a Pie!

Does anyone has any suggestions/comment s on the following:

The restorers
During the age of racknarock it became apparent that the gods were a danger to the mortal world. All over xiatha people organized themselves to fight the gods and restore the damage done by them. On Nebulai the group that did that called themselves the restorers. Not aspiring to any divine ideal, the do adhere to a higher purpose and a code. This code is not very complex, but it still holds after thousands of years.

The code:
Thou shalt not kill the innocent
Thou shalt do your utmost to destroy the workings of the gods
Thou shalt do your utmost to destroy undead, aberrations and other vile creatures
Thou shalt protect your brothers
Thou shalt heal the wounded and the sick
Thou shalt not pay service to any divine entity, yet the protector deserves respect.

The code has some annotations as times have changed since the age of Racknarock.

Thou shalt not kill the innocent
Who is innocent, and who is not?
People who hold the laws of the divine higher than the laws of men, People that oppress and rule by terror and atrocity, people that kill without thought, that torture, that murder, people that drive other people to their death. People that rape and maim, and leave others without means to defend or feed themselves. These People are not innocent.

Thou shalt do your utmost to destroy the workings of the gods
This primarily means the old gods. The newer gods are tolerated but evil works of these gods are not. Never trust a priest of a god. For the gods are fickle and treacherous.
Never allow a temple, shrine or holy place on the islands of nebulai

Thou shalt do your utmost to destroy undead, aberrations and other vile creatures
This needs no explanation. The monsters and creatures build for the divine war should be destroyed, as they no longer serve a purpose. They were only created for destruction and so form a danger to all.

Thou shalt protect your brothers
Other restorers, And people of virtue and trust are added to this.

Thou shalt heal the wounded and the sick
Changing their circumstance to stop these problems is even better. Making sure you can protect others in the future is also important.

Thou shalt not pay service to any divine entity, yet the protector deserves respect.
The protector tried stopping the old gods, and after a long struggle he succeeded. He deserves respect, but not worship.
 

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Interesting.

I can imagine there being some problems competing with the gods clerics in healing the sick and wounded though :)
 

arwink said:
Interesting.

I can imagine there being some problems competing with the gods clerics in healing the sick and wounded though :)

The old gods almost destroyed the world, so they are not trusted. On nebulai, the clergy of the new gods are trusted about as far as they can be thrown. In other places they do have their place in society, but dont have much power. (You wont see a priest as the right hand man of a ruler for instance).

Mundane healers and spirit talkers (shaman, yet not as tribal) take the place of clerics in the healing department.
 



arwink said:


Stranger things have happened :)

True!

Creating secret (or not so secret) societies, is difficult.

I am planning a mid level campaign for three characters (lvl8-10) but its hard to figure out what info I have to supply the players. What would be common knowledge for a member of an order.

Most likely Ill have to write several rough guides (to several countries and to secret societies of the world).

Besides I have to do it the hard way and write a lot of info in documents, to be found by the characters:(

Why do I always make it hard on myself???

:D
 
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Maldur said:



Why do I always make it hard on myself???

:D

Because it makes for a better game?

I'm pretty free and easy with my secret societies. I don't bother making up concrete goals or guidelines until the day I write things down on a sheet of paper to hand to the PC's :)
 

arwink said:


Because it makes for a better game?

I'm pretty free and easy with my secret societies. I don't bother making up concrete goals or guidelines until the day I write things down on a sheet of paper to hand to the PC's :)

I do to , but as I plan on the characters being a member of an order (the restorers, a paladin like order) I plan to give them some rough guide on the other players (aka the other secret societies). Just as I need to give them a writeup on the lands they know. Also I plan on giving them some info on the old gods as these are important for the adventure.

So at least
the rough guide to the restorers (this I almost finished)
the rough guide to Nebulai (the lands they come from)
the rough guide to secret societies.
the rough guide to the old gods
Semi prefab characters.

For myself:
the rough guide to the baronies (the land they will be travelling)
And the two manuscripts that hold the background for the adventure.
the adventure itself (allthough that is for a large part the banewarrens).
 

For that kind of stuff, I mostly just lift the organisations descriptions from the realms books. People who belong to the order get the entire thing, people who only know of them get about the first half.

It's been a while since I used secret societies. The last campaign had too many, so I'm actively trying to cut back :)
 

arwink said:
For that kind of stuff, I mostly just lift the organisations descriptions from the realms books. People who belong to the order get the entire thing, people who only know of them get about the first half.

It's been a while since I used secret societies. The last campaign had too many, so I'm actively trying to cut back :)

Smart Ill see what I can use when I get home.

I am planning on about six secret "international player".
The rest is known (like knightly orders) and about any nation will have its own secret service and thief/spy/assassin guilds.
 

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