12 Spiritual Authorities
I created this table a while ago, but I thought it ought to live somewhere. I like the imagery within, even if I haven't found a use yet.
One creator Goddess, the demigod giant-sized children ("The Saints"), the royals of the woods ("King & Queen"), the great magical spirits to be conjured/invoked/possessed/appeased, and the most powerful sorcerer to ever live and continue living (a lich-druid, the one and only left of his kind).
| Behemoth & Leviathan, W. Blake |
It was originally the start of a formal world re-building project crafted on the back of my previous medieval-celtic-dark-gonzo-fantasy setting Lefort. I believe an interesting PC can be created by picking 1-2 Authorities they worship/respect/know about, and 2-3 Domains they align with. The actions of Worship are potential character quirks, quests, habits, and cultural discoveries. The Punishments can be wrought upon believers who do not sufficiently worship or obey. Or they can be leveled against the Authorities' enemies as Spell Effects or Curses.
Ahmu is unseen and their belief is debated. The Saints are real monstrous beings that live in caves, in isolation, and make rare pilgrimage to their various shrines across the land. Banree Sigg can be called to in dreams, or seen rarely in deep woods, or under the influence. Granduk Thrane lives in an immense castle on the edge of the northeastern-most cliff. His beasts and demons, deadly-serious huntsmen, populate the grounds. The Great Spirits are also unseen and debated. They can only manifest forms possible in reality (take that as you will). The Draoid is everywhere. No one knows where he lives.
Only 1 or 2 of these Authorities are known in a community. The stories of all 12 are never prevalent, except to seasoned adventurers and the oldest, wisest elders.
PC created by randomly generating attributes from the table: gives respect to the Draoid, worships Ahmu. Hearth (Ahmu), Undeath (Draoid). Monthly bakes bread or meat-pies and buries the loaf near remains, or leaves the pastry out for animals to consume. Welcoming, revering of resting places, traveling; they abhor finality. Become comfortable, recognize comfortable, then move on forever. Death is the ultimate finality, and they seek to prolong life and its pleasures (baking, sewing, adventure) indefinitely.
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