It’s been a couple weeks since we first set foot in this original campaign world I’m building, so hopefully I haven’t lost anyone along the way. If you’re just hearing about this new realm for the first time today, you can catch up by checking out the previous posts in this series:
- Lost & Found 3: Settling a New RPG Realm
- Lost & Found 2: Exploring a New RPG Realm
- Lost & Found: Discovering a New RPG Realm
Now that people have started settling this new world, it’s only natural that a need for law and order will arise. As some of the residents of our recently discovered realm try to assert their dominance over their environment and their neighbors, forces must take power that will restore the social balance throughout the land. Faith-based powers are traditionally accepted throughout this land, as they are thought to be gifts from the creators for those worthy enough to receive them. Far from worshiping them, however, the citizens seek favor or power from a specific avatar in order to defend their towns against particular predators, or to hunt monsters created by the other power.
The House of Breath
Adherents of this order celebrate Akiva, and revel in the daylight hours. They tend to be more focused on physical concerns, often including in their ranks the best hunters, soldiers, farmers, and craftsmen. However, there are those in the House of Breath who have experienced a higher calling, usually as doctors, judges, or teachers.
More devout members of this organization may seek Akiva’s favor to hunt and slay the monsters that come at night. Likewise, they may work to protect or even befriend those day-dwelling creatures that they see as valuable to the balance of the land.
As many of the region’s settlers have gained notoriety, land, and wealth, the House of Breath has steadily gained more and more disciples. Since the majority of these people are loathe to give up their fortunes and physical gifts, they may be viewed as greedy, gluttonous, or selfish by the rest of society. Some have come to fear their own death so much that they have actively bred the scorn and mistrust of those who recognize Golgomane as an equal and natural part of the land.
The House of Rest
Adherents of this order celebrate Golgomane, and revel in the darkest hours. They tend to be more focused on spiritual concerns, often including in their ranks the best scholars, healers, clergy, and magistrates. However, there are those in the House of Rest who concentrate on doing good works, usually as doctors, artists, or defenders.
More devout members of this organization may seek Golgomane’s favor to hunt and slay the monsters that stalk the daytime. Likewise, they may work to protect or even befriend those night-dwelling creatures that they see as valuable to the balance of the land.
The cause of more traditional members who willingly accept death and the spiritual realm, and therefore its avatar, as a natural part of life has been hurt throughout society by those who chose to worship death itself. These ‘death cults’ see the living world as mere vessels for the powerful spiritual elements at work in the universe. Many of these sects believe that physical death releases the spirit from its earthly prison, and in doing do releases its power. Others believe that certain rituals and ceremonies can open doorways to the spiritual realms, thus allowing human hosts to wield the power of those that lie beyond.
The Parliament of Rooks
A secret fellowship established by the founders of this new world, the Parliament of Rooks is charged with maintaining the balance of life and death. They are granted power to charge, judge, and if needed execute any citizen if proper evidence shows they are actively working to usurp the natural order. This organization has been known to charge individuals for abuse of magic, ritual murder, channeling or binding of spirits, and re-animation; this final crime is considered especially heinous. Not all crimes of this nature are handled by the members themselves; some are referred to local authorities if the fellowship’s leaders deem them capable of meting out the proper justice. This dreaded group is fearfully referred to by simple folk merely as ‘The Parliament.’
So now I’ve asked around my new campaign world, and started finding out who’s looking out for this new society. I’ve defined how this world will function, and I’ve explored what form the setting will take. Now for the next task: establish more unique ‘landmarks’ that will distinguish this place, and give it some depth and breadth. This may take a couple weeks… but stay tuned to find out how my new realm gets built, and if any characters will actually survive a week in it. Given our group’s gaming attention span, that may not be as bad as it sounds.