Continuing on from part 1 found HERE. This now discusses the characters that the players are playing in the Godfall setting.
Pilgrims and The Long Road
At the center of the Faultlands is the city of Tul-Gorak. It is the single largest city in the known world that has grown rich off the strangeness of the resources found in the Godfall. It sits astride the river Gor and is one of the few places verdant with native life so close to the rotting remains of God.
It has become a place of pilgrimage for so many. Not everyone does it for purely religious reasons but none the less it is a deeply personal journey for each and every pilgrim. The pull of the Godfall is strong to many of the restless souls in this world, they know this is a dangerous journey, and yet regardless they press on so that they may stare upon the corpse of God. For many pilgrims, this is a moment of apotheosis, one that will change them forever. For others, it is a sad reminder that even the immortal must still one day die.
For each player, the prime motivation of their character is to complete the pilgrimage to Tul-Gorak so they can climb its walls and towers and look upon the body of God. This is the glue that will bind the group together, the shared sense of purpose to reach the end of the long road. They will initially meet together at one of the gateway towns at the edge of the faultlands, so they may seek the safety of numbers and companionship of other pilgrims.
The Long Road is the colloquial term for the pilgrimage to Tul-Gorak. It is not a single road or pathway but rather refers to the length of the journey ahead. It implies that grit determination will be needed to reach the end.
Peoples of The World
There are 3 civilized races that inhabit the surface of the world. They make up its tribes, its villages, and cities. Your first step should be to choose one of the three races that exist. Roll twice on their tables to determine their starting abilities.
Human |
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Humans are a hugely diverse group. They innovate readily, and can push their bodies to extremes. Humans gain an additional gain + 1 to their constitution modifier or +1 to their intelligence modifier. Roll twice on the table below |
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Roll D10 |
Description |
1 |
Adaptable: Gain 2 skill points (or the equivalent of two 1 in 6 advancements in thief skills) |
2 |
Adrenal Surge: Once per day, for the entire combat, you gain +1 to hit bonus. You must rest for at least 1 turn afterward or gain a point of exhaustion. |
3 |
Survivors: When bleeding out when at Death's Door your constitution is considered to be 1 point higher for the purpose of the saving throw. |
4 |
Brave or foolish: Advantage with any saving throw Vs. a fear effect. Once per day |
5 |
Unpredictable Foes: Gains +2 AC in the first round of any combat. |
6 |
Endurance: Humans can push themselves to the limit and then some. Upon gaining a point of exhaustion they may make a Save Vs. paralysis (or your equivalent). If successful they do not incur the -1 penalty. However, they are still exhausted and require rest. Once per day. |
7 |
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8 |
Culturally diverse society: Every-time you meet a new group of sapient peoples (be they a tribe, cult or settlement etc.) You may ask the GM one question about the. The GM will answer truthfully. This cannot reveal secret knowledge. |
9 |
Brimming with potential: Gains a psionic wild talent. |
10 |
Corrupted: The Rot of the decay of God has touched you. Your body has mutated. Find a good mutation table to roll on or negotiate a mutation with your DM. This should give an overall benefit to the character. |
Florian |
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Florian are humanoid life descended from plants. They are often tall and green of skin adorned with petals and leaves. Like humans they are a diverse group of people, although they are rarely found in the far north where the sun's rays are weaker. They need sunlight or sugar water to live. Florian's gain an additional gain + 1 to their dexterity modifier or +1 to their intelligence modifier. Roll twice on the table below |
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Roll D10 |
Description |
1 |
Kin of nature: +2 to bushcraft |
2 |
Commune with photosensitizers: You can tap into the diffuse consciousness of the plant life around you. You may freely converse with them. However their experiences are limited so many concepts will be alien to them. During this time you will be in a trance-like state and will be unable to defend yourself. Once per day. |
3 |
Thorns: Any time an enemy rolls a critical failure while within melee range of you (it does not have to be Vs. you) they are caught on your thorns and take 1D4 damage). This is applied before other consequences. |
4 |
Perfume: You can choose to emit a scent that is either pleasing or disgusting. Once per day you may mimic the scent of any one smell you are familiar with (up to 1 turn per level). |
5 |
Toxin Resistance: Once per day you may roll with advantage for any save Vs. poison. |
6 |
Deadly extracts: You produce 1 dose of neurotoxin per day. If a target is wounded with a weapon coated with it or ingests it they will take 1D8 damage. A saving throw Vs. poison will half the damage is taken. |
7 |
Take Root: The florian may automatically pass a check or save that would cause them to be moved or knocked prone. However, they may not move for the next round. Once per day |
8 |
Innate magic: The ground is filled with magical potency and many florians draw this into their own bodies. You gain a single 1 first level spell as a daily innate. |
9 |
Plant craft: You can manipulate the growth and decay of plant life around you. With a little concentration you can:
You can do many other things. These processes are usually subtle and gradual and do not have a massive impact. However with concentration you could perform feats like growing fruit in a matter of hours. |
10 |
Corrupted: The ancestry of some florians tred a darker path than others they can devour the bodies of other living things, like the venus fly trap they can dissolve the flesh of others in their bellies. The florian may choose to ingest an unrotten corpse. In doing so they will recover 1d4 hit points. It take 1 hour per hit point recovered. This increases to 1D6 at level 3, 1D8 at level 5 and 1D10 at level 10. |
Mycellian |
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Be a Mycellian Mycellian's are humanoid life descended from fungus. They are stout and thoughtful people but also frighteningly strong. They take the form of humanoid mushrooms and are incredibly diverse. They are also natural psionic users. Mycellian gain an additional gain + 1 to their strength modifier or +1 to their wisdom modifier. Roll twice on the table below |
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Roll D10 |
Description |
1 |
Natural Psionic: Gains a psionic wild talent |
2 |
Stout: Once per day gains an advantage to any save Vs. paralysis. |
3 |
Choking Spores: Once per day you may release a cloud of choking spores at an enemy within 10 foot range. They must save Vs. poison (minus your WIZ modifier) or be stunned for 1d3 rounds. |
4 |
Tough Body: +1 AC |
5 |
Toxic: Any creature that bites you must save vs poison or take 1D6 damage. |
6 |
Psionic Defense: Once per day upon taking damage you may mentally lash out at the attacker dealing 1D6 psychic damage. Additionally, they must save Vs. paralysis or be repelled 10 foot. |
7 |
Decay: Once per day you may rot any non-metal item up to the size of a chair instantly, it collapses apart into mush. If used in combat a successful non-damaging strike must be made against an opponent. |
8 |
Telepathic Message: Can send a telepathic message to a single person within 120 feet whom you know or can physically see. This may be no more than a single sentence long. If the target has any form of psionic ability they must respond in kind. |
9 |
Gestalt memory: +3 to any one skill check once per day. |
10 |
Corrupted: Gains the ability Create fungal servant You may imbue a corpse with insidious controlling spores. This turns the corpse into your faithful unintelligent servant. It takes one hour for the spores to take effect and raise the servant. |
The most common wayof life for most people in the world is either home in a small settlement no lager than a hundred of so people, or in nomadic tribes. The pilgrim's kin or lack of will inform how they interact with others and how they see themselves in the world. Choose from below or roll.
Roll |
Community |
Description |
1 |
A small farming community |
Probably less than a hundred people live here. Life is hard but it is secure. However each Village is well guarded.
|
2 |
Nomadic herders |
You herd your flock of milk crabs or pylon sheep across the wilderness. Life is unpredictable but it is usually peaceful as your people tend to know the hidden paths that allow expeditious retreat from more unpleasant foes. Non the less your flock does tend to attract predators. |
3 |
Nomadic traders |
Your people know all the great places of the world. They have travelled to the smallest of hamlets to the handful of great city states. You have a sense of culture that few others grasp. You know a few more mysteries than most. However rich traders attract bandits and you have seen a lot of bloodshed in your life. |
4 |
Resource Miners |
Your community mines/gathers a valuable resource. It attracts many people, traders and the curious. You have become a skilled negotiator and excellent administrator. Unfortunately your the value of the products of your home is attracts unwanted attention and you are raided frequently. Usually by desperate bandits who are just as frequently slaughtered. |
5 |
Sorcerer's Enclave |
With magic at their disposal many sorcerers have built unassailable positions. This often generates a following of those seeking their protection. This mini fifes are as varied as the lord's temperament. It is likely if you had any talent in the arcane arts you would end up here. Many fools try to rob this place, few survive. Fewer still dare to storm it. |
6 |
Ex-Slave |
The world lacks any unified governments and thus many people are easy pickings for the roaming slavers. Your life for so long has been a brutal grind of work and misery. You have developed a deep grit and drive that few others could hope to meet. When you got your freedom the catharsis drove you to weep. |
7 |
Wanderer |
You have been alone for so long. Drifting from place to place, town to town. There a sweetness to the freedom but this world feels empty and so vast. Along with the pangs of loneliness is an existential horror of how insignificant we all are. You have leant to slink away from trouble. Or when you have had to face it you face it head on. |
8 |
Jungle Tribe |
Life in the tribe is one of developed cunning acquired alertness. For you and your kin every step here could be fatal. You are curious but cautious. You stalk your prey rather than charge it. Your shaman's eye glint with deeper knowledge, maybe you served them? |
9 |
Glacial Hunters |
The frozen north is almost entirely free of civilisation. Yet a few stubborn tribes of hunters remain. These communities hunt vast and powerful prey. Only through the cooperation of the entire tribe do they bring these beasts down. You value allies and find the notion of warring tribes an anathema. |
10 |
Nomadic Scavengers |
Few dare to tread onto the tombs of the old world. These are dangerous places but the treasures here are undeniable. Your community dared to take that risk, driven by desperation maybe? You have seen death, scavengers who are slow witted rarely last long. You have also seen horrors, things that should not be. You have glimpsed at what my be behind the veil. |
11 |
Bandit Tribe |
Bandit communities are rarely happy ones. They are nearly always driven by desperation or madness rather than greed. You were either forced into this life or were driven into it by misfortune. It has left your soul scarred. You have seen so much death. When you found a way out you seized it like a whale gasping for air. |
12 |
City state |
Civilisation at its truest and most cosmopolitan. A handful of booming cities across the world. This is where most of the innovations and cultural growth happens. However where-ever there is wealth and growth there is also crime and deprivation. Not every city state is ruled justly and not every justly ruled city state is ruled competently. But life here is rich and varied. There opportunities that wont be found else where. |
Roll |
Motive |
Description |
1 |
Revenge |
Someone or many people you transgressed against you or your kin. You know where they are. You will find them at the end of the long road in the city of Tul-Gorak, where the pilgrims gather. You will have your revenge. |
2 |
Atonement |
You have a stain on your soul. A crime you committed has gnawed away at you and for the sake of your conscience you will make the pilgrimage to Tul-Gorak and speak you deed to the corpse of God. |
3 |
The final wish of a dear one |
Someone you loved/respected or were duty bound too died and in their final breath they wished their ashes to be scatted at the end of the long road by the corpse of God. You carry their Urn with you. |
4 |
Enlightenment |
It is said that journey on the long road changes you. For the longest time you have felt a hollowness inside of you, where this is true or not you have left your home seeking answers. You are daring to find out something about yourself through this perilous journey. |
5 |
Rite of Passage |
For some communities the pilgrimage is a necessary part of life. No one can truly say they have become until they stood upon the walls of Tul-Gorak and stared upon the body of God. |
6 |
Banishment |
You commit a taboo in your people's law and of such you were banished from their lands, never to return. Alone and aimless you have sought the long road to Tul-Gorak in hope of finding new kin and drive. |
7 |
Power |
There are things at the end of the long road or even the journey along it that you desire. You wish control and influence, for ill or for good (that is for you to decide). |
8 |
Shame |
The memory of your actions make you feel sick and filthy. The shame drives you forward, not only do you want to forget what you did but you want to find other memories to take its place instead. Surely the sight of God will do this for you. |
9 |
Refugee |
You flee from the violence of the past and seek a new home elsewhere. You know this journey is dangerous and long but the promise of stability and security call strong. |
10 |
Adventure |
You are restless and life has posed little challenge for you. The open world called and you ran to it willingly. Surely there is not greater adventure than to travel to the Godfall? |
11 |
Knowledge |
There is a great library at the end of the long road, there are sorcerer's of great power and disciple. There are also master's of crafts and warriors without peer. All to learn from. There are also other forms of knowledge to be found. More esoteric and potentially forbidden knowledge. |
12 |
Solve a Mystery |
You need the answer and the only place you will find it is at the end of the long road. |
Roll |
Occupation |
Description |
1 |
Farmer |
10 additional rations. A hand drawn cart (adds +10 slots). Question: Farmsteads are often raided. How you did you defend yours? |
2 |
Town Guard |
A weapon of your choice (not firearms) A suit of re-enforced leather (AC14) A sheild Question: It is often the case that guards of any town are to stop contraband. Did you hold fast and stop the flow. Or did you get rich off bribes and backhanders? |
3 |
Hunter |
X 2 bear traps. Each trap inflicts 1D6 damage and 1 point of damage per round for 1D4 rounds. Requires 1D4 +1 (minus your STR modifier, to a minimum of 1) rounds to free yourself from it. Question: You have hunted all kinds. What is the one that got away? |
4 |
Herder |
1D6 + 1 herding creatures of a similar size and temperament to a goat. The animals will generally flee violence but will defend themselves. However they will respond to your call. Question: Your animals are often prey for all kinds of slavering beasts (even civilised ones occasionally). What happened the time you couldn't save all your herd? |
5 |
Merchant |
100GP Question: You have travelled the remains of the world. Spoken to many people. What was the most intriguing secret you were ever told over a drink by firelight? |
6 |
Miner |
A lantern and 10 hours worth of fuel. A pickaxe that can be used as a medium weapon (1D8) or to hack away at rocks. Question: Once you dug too deep. What did you unearth? |
7 |
Scavenger |
A minor trinket of wonder. Question: You have dared walking into the ruins of the world before. What did you see that made you weep for what was lost? |
8 |
Engineer's Apprentice |
A flintlock pistol A pouch of ammo (1D12) Question: Health and safety is really important when messing with stuff, especially when it has moving parts. Who was it you saw getting blown up/mangled/dissolved by their own experiments? |
9 |
Blacksmith's Apprentice |
A blacksmith's hammer, heavy and dangerous. 1D8 A blacksmith's apron (AC13) Question: Blacksmithing is hard. A long road of learning. What was your first failure that allowed you to develop and grow? |
10 |
Herbalist |
A bag of assorted herbs. (1D6) Can be used medicinally to heal 1D2. Or can be distilled into healing potions. Question: You have been searching for one certain rare plant/fungus for a long, long time. What are it's properties? What are you going to use it for? |
11 |
Soothsayer |
A small bag of animal knuckle bones and a ritual dagger. You can use this to perform a ritual to attempt to divine the future. Question: When did you predict the future correctly? And why was that a terrible thing? |
12 |
Artisan's Apprentice |
Specialised tools for your chosen trade. 3 x worked trinkets of your choice. Each is worth 3 x 3D6 in SP due to their craftsmanship. Question: There was one creation that you made that proved your skill in your trade. Unfortunately it was lost. Stolen maybe? How was it lost? What was the outcome? |
13 |
Shaman |
A staff with a skull on top. It's eyes can glow red and it contains the spirit of an ancestor. That might be useful? Question: Shaman are usually tied to the fate of their tribe. Yet you are not longer with them. The question begs, why did you leave? Did you go on a quest? Commit a taboo? |
14 |
Outcast |
A ragged set of hides (AC13)] A makeshift Spear 1D6 A make shift sling 1D4 or a mutation. Question: It is rare that someone is cast out from their home and kin. It must have been a terrible crime or prejudice that forced you out. What was it? |
15 |
Packmaster |
1 x beast of burden The creature is in a similar manner to a horse. It has side saddles to hold extra load. 15 slots. Question: It is was your job to care for the pack-beasts. One day you saw another harm your creatures. What was your response? What was the outcome? |
16 |
Thief |
A stolen trinket of wonder. Question: The first rule is don't get caught. When did you break that rule? |
17 |
Philosopher |
A rare and valuable book, it might contain secret knowledge. Question: Of all of the questions that life has demanded that you answer. One beyond all else escapes your grasp. What is it? Why did god fall? What is everything? Why are you conscious? |
18 |
Sorcerer's Apprentice |
You have a broom. It animates and cleans up the area for you. If it is destroyed as long as you save at least a splinter of it you can regenerate it. Question: Your master was wise, possibly awful at times. But what power did they possess did you covert more than any other? |
19 |
Witch's Apprentice |
A small cast iron cauldron that can be used a weapon in a pinch (1d6). Excellent for cooking stew and possibly contains traces of potions brewed in it. Question: All witches have secrets. What was it that you discovered that would be considered a great trespass on morality? Did you disprove? Is it now your secret too? |
20 |
Seer |
Focusing Crystal, with enough focus and time you think you can see things in far off places. Question: There was a vision, so cruel and awful you swore yourself off your path. What did you see? |