Friday, June 19, 2009

Campaign Snippets: The Island part II

Above is a picture of the cosmology of this campagin, sans Tree.

The Dream Of The Tree

Last night, you dreamed a true dream. While other men reclined on their beds and dreamt lies, you perceived a rare and wondrous Tree which glowed like the sun. It's bark was gold, it's trunk studded with jewels. This Tree was no hangman's Tree; no body twisted in the wind beneath his mighty branches. This was the Victory Tree, to which the world is nailed.

You wondered why you deserved to view this Tree. And it was then that you saw that the Tree was dripping sap, and it was your crimes which caused this injury. It's blood was rare perfume!

Then did the Tree deign to speak to me. "Your people have worshipped presence and absence, yet they care not. I alone shall heed your prayer, I alone bring glory." And I saw that it was also the Truth Tree.

"Now do I command, my best beloved, that you this vision tell to man: reveal the word that it is this glorious Tree which will bring surcease of sorrow and give renewed life." Prayed you then to the Tree in joyful spirit, with great zeal, and then there you were alone.


It was supposed to be sort of a vegetable Christ, semi-based on how the Danes were more easily converted to Christianity because of the similarities between Odin hanging from a tree, and Christ nailed to a "tree." In my version, it also shared certain characteristics with the Yggdrasil, the Norse world tree.

I fell in love with the idea of a near-mindless, all-loving entity that instinctively tried to grow, and snuff out magic by killing dragons and fairies wherever it could. It would send The Dream Of The Tree to just about anybody, instructing them how to build bells out of iron that would weaken magic and supernatural creatures for miles around. If enough such bells were constructed and rung, magic and fae creatures would disappear entirely, leaving only The Tree as the source of the miraculous. Below is included the affiliation rules that I used for it. Affiliation rules are from the 3.5 PHB II, and basically represent how much a group or entity likes you.

Affiliation: The True Rood
Criterion / Affiliation Score Modifier
Character level +1/2 PC's level
Religion 9 or higher +1
Setting up a bell tower in a new region +2
Killing or banishing a spirit +1
Killing or banishing a group of spirits +2
Saving an innocent life +1
Saving a group of innocents' life +2
Making use of heathen magics -3

(3 or lower) No affiliation or junior member with no benefits.

(4 - 10) Brother/Sister: You gain a bonus exalted feat. Must donate at least 50 gp per month toward bell foundry construction and upkeep. Gain access to a special equipment list, any of which may be used if you possess an exalted feat.

325 gp Incense: Delayed Bless spell, as scroll.
360 gp Sacred Splinter: Swift cure light wounds cast @ 1st level, self only.
720 gp Coat of Many Colors: Energy resistance 1. Vest Slot.
5500 gp True Leaf: Raise Dead as scroll.

(11 - 17) Saint: +4 competence bonus on Religion and Spellcraft checks. You may take a -1 to your affiliation score to be raised from the dead as a raise dead spell, save that there is no level loss.

(18 - 22) Beacon: +1 luck bonus to all saving throws while wearing a Coat of Many Colors. You must disperse a den of fae or heathens each week, or suffer a -1 to your affiliation.

(23 - 29) Apostle: You must tithe 10% of your income toward bell foundry construction and upkeep. You are constantly under the effects of the tongues spell.

(30 or higher) Seed: You gain a bonus exalted feat.

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