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Monster Island revisioned campaign.


parejf63

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So, we are starting a game soon.  Using Monster Island.  However, I have made some changes to the setting.

1) the human colony is larger then in the book.

2) Colonist have access to Folk Magic, Limited Animism, Limited Mysticism, Theist magic, and Sorcery (though the natives have more available)

3) Folk Magic is only taught to Ranking Cultists.  Not everyone has access to it.

4) It is not a low magic game.  

5) Three more Cults were added, one was changed.   

Aarwan The Sun God, the Protector

Herrum Lord of the Hunt   Also has an Animist Sect

Olissa  (Formerly Ohjal) Goddess of healing and health

Trellos The General, Battle Master

6) The Blue Ones are the only Mysticism cult of the Island.  They have three paths   Two of which are related to thievery one to Knowledge

7) The Magician's Guild  The Only Sorcery school in the Colony.  Grimoires include Military, Knowledge, Medicine, and Hermetic

 

SAMPLE CULTS

 

Trellos

The General, the battle master

Trellos is the god of battle, soldiers, and the military. He is the overseer of those who fight with honor and dignity. Those who worship him are skilled in battle and the tactics required to defeat the enemies. Unlike Omg, he expects fair play, and does not condone brutal killings, just for sport and game. In the colony, he is the main god of the militia and the soldiers that serve it. He demands his followers protect those within and outside the walls of the Colony.

Organization: The cult is organized, and is currently trying to re-organize the military for the colony. This is a slow process, as the cult has only been here less then a year. .

Cult Membership: Membership is by invitation only. The cult is very selective who they allow in their ranks, and they must prove their worth by defeating another cultist in mock combat. This combat is done with wooden weapons, so as not to cause permanent injuries to prospective cultists.

These mock battles are an exhibition for any to see, sponsored by the cult itself. The exhibitions are scheduled once a month and can last up to two days.

Superstitions: Killing an opponent who has surrendered will bring the wrath of Trellos upon you. Disobeying orders will get you excommunicated.

Taboos: Never attack someone who has surrendered, take their weapon, but never kill them.

Skills: Athletics, Brawn, First Aid, Healing, Ride, Unarmed, Craft (Weapons & Armor), Lore (Military), Lore (Tactics), Survival, Devotion (Trellos), Exhort, Two Combat Styles

Folk Magic: Bladesharp, Bludgeon, Coordination, Fanaticism, Protection, Speed Dart Vigour

Miracles: Initiate Aegis, Dismiss Magic, Fortify, Perseverance, Reflection, Sacred Band, Shield, Steadfast, Sureshot, True (Weapon) Acolyte: Consecrate, Cure Sense ­Priest Excommunication

 

Aarwan

The Lord of the Sun, The Protector

Aarwan is a benevolent god, believed to be all-pervasive and without form, although he is often pictured as a tall man with wide-set, piercing eyes, curly hair and a patriarchal beard. Aarwan takes no living sacrifices, although the temple takes extensive tithes in money and services. He is the defender against evil. He is the Sun God. The Protector.

According to Aarwan belief, each person is called to a virtuous life. It is the obligation of each individual to follow the tenets of the faith of Aarwan, which include truthfulness, honor and trustworthiness. Telling a lie or betraying a friend are mortal sins.

Organization: Although the cult is wide spread on the mainland, colonists are welcoming his wholesome presence. The cult is compromised of learned men and women who strive to make the colony more productive and safe. The head of cult is Garlmore Trellic, a full priest who leads a congregation of almost 40 lay members, three Initiates, and four acolytes. It is growing in size monthly. A full temple is under construction. With a large shrine currently in place.

Cult Membership: Currently, membership is open to anyone willing to join and adhere to the principles set by the cult. New converts must work for the cult for one week, with no pay, to prove their devotion. This deters many potential converts. Once accepted, they must donate their time for a day a week.

Superstitions: Cult members believe that if they ever tell a lie they will be stricken down in horrible pain, unless they ask for forgiveness with a day of telling the lie. They also believe that Aarwan will appear to them in a dream, when the need is great.

Taboos: They must abstain from all alcohol and mind-altering drugs. They may never tell a lie. Use of sorcery or any other magic is forbidden.

Skills: First Aid, Healing, Influence, Insight, Will Power, Devotion (Aarwan), Courtesy, Oratory, Exhort, One Combat Style.

Folk Magic: Avert, Babble, Calm, Demoralize, Fanaticism, Light, Mind Speech, Slow, Translate, Voice, Witch Sight.

Miracles: Initiate – Aegis, Behold, Dismiss Magic, Heal Wound, Soul Sight, Shield, True Weapon

Acolyte – Clear Skies, Consecrate, Pacify, Sunspear

Priest – Excommunication, Rejuvenate

 

 

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So...more of a Monster Hunter vibe than a Lost World one?  What species are the Natives?

!i!

[NB:  Typo of "compromising" under Aarwan's Organization.  Also, compare "comprising" vs "composed of" -- think of "comprising" as a circle around a set of things; "composed of" is the set of things inside the circle.]

carbon copy logo smallest.jpg  ...developer of White Rabbit Green

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Thanks for pointing out the typos.  My players did not like the Low magic of the game, with regards to healing.  So, I had to make some compromises.  They also wanted some "Normal" type of gods.  So, I gave them what they asked for.   

 

Natives are as the book, nothing has changed.

The book does state that colonists can be any occupation.  So, I take that as sorcery, mysticism, and animism are allowed.   

 

Edited by parejf63
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