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
|
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
|
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
|
|
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
|
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
|
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: -
Cause
flowers to bloom around you.
- Leaves
to fall.
- Seeds
to sprout.
- plants
to wilt and decay.
- Vines
to slowly coil.
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
|
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
|
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 Pilgrim's Kin
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.
|
The Pilgrim's Motivation
Each player will play a pilgrim on who has taken the road to Tul-Gorak. Not everyone takes this journey goes purely for enlightenement (though some do). The player should choose from one of the motivations (or roll) for the journey below.
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.
|
The Pilgrim's Former Occupation
Who were they before they set thier ambitions on the Long Road? This will add a little flavor to thier start. Roll or choose from below.
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?
|