that old time religion

“Later he saw Jesus move from tree to tree in the back of his mind, a wild ragged figure motioning him to turn around and come off into the dark where he was not sure of his footing, where he might be walking on water and not know it and then suddenly know it and drown.”
 from Flannery O’Connor’s Wise Blood

Thinking about this post. Also thinking about Mononoke. The standard old school D&D cleric worships an impersonal, benevolent god. That’s an okay model, but I like the idea of deities as more present, dangerous, and visceral. A little more animist, I guess. Clerics can befriend gods, or form grudging alliances with them, or press them into service. Sometimes, clerics have to kill them. In this model, gods are NPCs and spells and adventures in one, and they influence clerics (shamans really, I guess) in direct ways.

Anyways, here’s a sketch of what this would look like:

She rebelled against her masters, so they tied her to a tree out in the scrub and left her there to die. When she finally became too tired to kick away the coyotes, when she had nothing but three days of hunger and three days of thirst, when her will to live exceeded anything her body could do, she swore by the blood in her mouth and then sun in her eyes that there would be a reckoning.

There is a tree in courtyard of the mayor’s house in the village of Segundo. It grows the most remarkable red flowers and draws the most remarkable red butterflies. The mayor ignores them, but every morning he pours a bottle of excellent red wine on the tree’s roots, and girdles its trunk with another red sash. He is a fine man, the nephew of the old lord, so the Segunderos ignore these eccentricities, but they wonder why he would lavish so much attention on a tree while ignoring the fruits of his labor, or why he would grow so fearful when he found out the merchant wouldn’t be bringing any shipments of wine for the second season in a row.

La Dama Roja, Goddess of Blood and Sunshine
AC 16 HD 3+1 MV 90’ (30′) ATK Spear DMG 1d8+1 ST Fighter 3 AL Chaotic
Spells, at will: Light, Command, Cure/Inflict Light Wounds

The true name of La Dama, the one that will let a shaman make a pact with her, is carved into the trunk of the tree in the mayor’s courtyard, beneath the dozens of tattered red sashes. If the shaman botches the pact-making ritual, she will do her best to brutally murder the mayor, who was the man who tied her to the tree all those years ago. If the shaman helps her kill the mayor, her Loyalty will increase by d4. 

If a shaman wishes to extract a favor from a god without making a Loyalty check, they can make it an offering. La Dama accepts only blood. A small task, like casting a 1st level spell, participating in a fight tipped in the Goddess’ advantage, or translating the words of a creature that can’t communicate with humans, might require d6 HP. Major favors, like casting a 5th+ level spell, joining a fight with desperate odds, or revealing a powerful and ancient secret, might require 5d6 HP.

The Goddess of Blood and Sunshine makes a Loyalty check or requires an offering when the shaman violates one her her taboos in front of her, or when the shaman asks her to violate one of her taboos:

  • BEG NO PARDONS
  • SHOW NO MERCY
  • BOW TO NO ONE

In the Lambent Gardens

The God of the Earth pointcrawl turned into something else and it’s super fun to write so here’s some NPCs and monsters and stuff in it.

The Gardens of Lambence
There is a garden where the flowers bloom forever, where nothing ever grows or dies, where everything waits in the quiet light of an eternal blue hour. These Gardens of Lambence are a cursed place, raised up from the wilderness by two beings of ancient and wicked power: the Evening Prince, who is both sorcerer and vampire, and the Countess of Broken-heart, who counts herself among the lords and ladies of Faerie. They have grown to hate each other in their immortality, but neither can raise a hand against the other; by the laws of the fairies and the laws of the dead, the Gardens belong equally to both. 
Encounter Table
  1. d6 Evening Consorts, +2 to Reaction rolls
  2. Heart-break Courtiers, +2 to Reaction rolls 
  3. Chambliss, make a Reaction roll every encounter 
  4. The Evening Prince will arrive at this location next Turn; d6 anxious Consorts arrive and beg the players to leave or hide (unless the players have already caused trouble in the Gardens, in which case they try to kill the party as neatly and quickly as possible)
  5. The Countess of Broken-heart will arrive at the location next Turn; d6 anxious Courtiers arrive
    and beg the players to leave or hide (unless the players have already caused trouble in the Gardens, in which case they try to kill the party as neatly and quickly as possible)
  6. Roll twice
The Countess of Broken-heart
HD 9 Speed human
Armor as
leather Attacknone 
Morale 8 Alignment Chaotic
Wolves proclaim her arrival and foxes bear her train: the Countess of Broken-heart, her dress the purple of beaten flesh, her high crown fashioned from black horn. A single red scar mars the pallor of her face, and all who knew or asked whence it came are now ashes.
The Countess of Broken-heart has spent the long years of her feud with the Prince devising tortures of such complexity and cruelty that they give pause to even Lucifer, her dearest friend and weekly chess-partner. Her rage is so great because she already possesses the instrument of the Prince’s destruction, but cannot use it. Years ago, the Prince vitrified the angel Suriel when it attacked him in his own Gardens. The Countess can free Suriel to complete its murderous mission without violating any of the rules of hospitality, but she shall not so long as the Prince holds her lover hostage.
  • Glamor: The Countess can alter the seem­ing of a creature of object nearby. Glamors perfectly fool all the senses, but cannot effect true change. Glamor-swords hurt and seem to wound, but never quite manage to kill; glamor-horses gallop across the landscape, but their rid­ers find that they never get anywhere. Anyone who interacts with a glamor is entitled to a saving throw to see through the illusion.
  • Polymorph: Once a day, the Countess can transform an object or creature with fewer HD than herself into any non-magical animal. The victim may make a saving throw to resist the transformation, but if they fail, they turn into a creature with their knowledge and personality until the effect is dispelled.
  • Fairy-magic: The Countess is a fairy and has all the corresponding powers and weaknesses. As a noble, she can cast spells as a 9th level magician; she knows 5 Psychomancy and 4 Elementalism spells.
The Evening Prince

HD 9 Speed human
Armor as
chain Attackrapier 

Morale 9 Alignment Chaotic
He speaks very softly and smells of the lilies woven into his coat, but his shadow drags behind him as heavy and luxuriant as a cape of sable. The Evening Prince was a magician of prodigious talent when his heart yet beat, and now even the gentlest of his speech makes the air shiver with what he might do.
The Evening Prince wants to kill the Countess. He hates her down to the cold marrow of his bones, hates that she lives in the Gardens as if they were hers. He knows she hates him too, so he turned her favorite consort into a nightingale and locked her away in his chambers inside a golden cage. The Countess cannot harm him so long as he has her lover, for fear of losing her forever.
  • Vitrify: Once a day, the Prince can conjure a giant spar of smoked quartz around a creature with fewer HD than himself. The victim may make a saving throw to avoid imprisonment; should it fail, it is trapped indefinitely, fully conscious but immune to aging, hunger, thirst, or the need to breathe. 
  • Vampire: The Prince is a vampire, and has all the corresponding powers and weaknesses. He can transform into a nightingale, and will hide among the flocks that live in the Gardens if severely wounded. 
  • Magician: The Prince cast spells as a 9th level magician; for W&W casters, he knows five Necromancy and four Translocation spells. 

Evening Consorts

The Prince’s white-haired vampire servants, who loll about the Gardens in black evening suits when they aren’t tending to the Prince or maintaining grounds. Though they all adore the Prince—he Charmed them into doing so—they have no interest in his feud with the Countess, and would much rather spend their immortality playing tennis and taking long baths. They cannot refuse a direct order from their master, but have no compunction keeping secrets from him or willfully misinterpreting his instructions to maintain the Gardens’ status quo or protect peaceful outsiders.
HD 3 Speed human
Armor as
chain Attackgiant scissors (as sword) OR trowel (as dagger)
Morale 8 Alignment Chaotic
  • Vampire: Evening Consorts are vampires and have all the corresponding powers and weaknesses. All of them can turn into nightingales, and will hide among the flocks that live in the Gardens if they fail a Morale check.

Broken-heart Courtiers

The Countess’ black-haired, white-cloaked fairy servants, who meander through the Gardens when they aren’t attending the Countess or working as house-staff. Though they are sworn vassals of the Countess, they have no desire to see her grudge to its bloody conclusion—drinking cordial and holding dances are far more appealing. The Courtiers must obey all of the Countess’ commands, but will happily keep secrets or follow the letter, rather than the spirit, of her orders when it suits them.
HD 3 Speed human
Armor as
leather Attackgiant needle (as spear) OR ribbon (as whip)
Morale 8 Alignment Chaotic
  • Fairy: Broken-heart Courtiers are fairies and have all the corresponding powers and weaknesses. They can cast Shroud/Invisibility on themselves at will. 

Location: Tennis Court
Appearance

A tennis court with a ten foot high spar of smoked quartz jutting from where the umpire chair should be. Close examination yields a murky figure trapped in inside, and anyone listening closely can hear a muffled, endless scream of rage. Two Consorts and two Courtiers are playing a friendly game of doubles, despite the fact that they are on guard duty.
History
The quartz contains Suriel, Third Sphere Angel of the Moon. Some years ago, it decided the Prince was infringing on its domain, and made the mistake of interrupting one of his tennis games in an attempt to confront him. Its prison rests on the old court even now, daubed with specious red sigils that siphon Suriel’s power and maintain the Gardens’ endless duskShould anyone efface these symbols, the natural cycle of night and day will return.Should anyone break open Suriel’s prison as well (0 AC, 100 HP), the angel will burst forth in a blast of scorching light and start rampaging across the Gardens in search of the Prince.
Suriel, Angel of the Third Sphere and Governor of the Moon
HD 7 Speedhuman (fly)
Armor as plate Attack longsword, angelic weapon 
Morale 11 Alignment Lawful
  • Armor Gematria: Suriel is immune to damage that is a multiple of or contains the number 3. 
  • Angelic Weapon: An ivory hierogram, embedded in Suriel’s palm. On a successful hit, it causes spears of lightning to plummet from the heavens onto the target, dealing d12 damage. If taken from the angel, it can be used 5 times before breaking. 
  • Domain: Suriel can cause localized eclipses. They only affect a small area (a village or a city block, for example) and are unnoticeable to anyone outside the afflicted locale. If the angel so wishes, it can center the eclipse on a particular person or item, so that they are trapped in a false and endless night. Suriel can also exert some control over gravity. It can double or halve gravitational forces at half shortbow range around itself