17

(Previous Post: 16)

You rise, not noticing any physical difference in showing allegiance to a god. Kihawahini now towers above you, her form more lizard than humanoid. She speaks, but her lips remain motionless—her words seemingly entering your mind.

“Now you are one of my Koa, in allegiance against my enemies. If you wish to further demonstrate your loyalty, and receive my mark, I wish this fallen city be granted rest.” She looks out upon the lake connected to the marsh. “In the land of Mnar—across the lake, where once Sarnath stood—a papyrus is kept. The papyrus of Ilarnek speaks of the history of the beings of Ib. I wish their memory to be cleansed of the words written by the ancestors of the men of Sarnath. Will you retrieve this papyrus for me, and destroy it?”

  • Place your next action in comments below, and your story will continue as soon as possible.

Gameplay: Religion - Deities

Open Game Content provides rules actions that may be affected by the character's Religion, but it does not provide rules for determining the character's Religion, or Deities within Open Game Content. For this reason, it is necessary to refer to a published document other than the System Reference Document to roleplay certain Religions and Deities within The Lovecraftian Traveller. It is recommended that the Dungeons and Dragons Player's Handbook be purchased for an in-depth discussion of Religion and Deities. Although any Open Game Content compatible core rulebook can be used (with GM approval), the methods used in the Player's Handbook are considered appropriate for use with this game.

Deities from the Player's Handbook which are likely to be used in The Lovecraftian Traveller include: Corellon Larethian.

There are, however, a variety of additional Deities for use in The Lovecraftian Traveller. These Deities are considered available under the House Rules, and described below.

HOUSE RULES: DEITIES
Kihawahine (Lawful good); Air, Good, Destruction, Protection, Water

Kihawahine
Kihawahine is a goddess and god of islands, fresh water, volcanoes, and the wind. She may be considered neutral good, and has several common titles: Kihawahine of the Mo'o, Bokrug the Great, Moko of the Mud Throne, Meuler Who Controls the Winds, and Tarrotarro Who Separates the Sexes. Kihawahine protects those who have their land taken from them, and watches over those who value reciprocal love, sharing and hospitality. For these reasons, she was once the only god worshiped by the Ib. She now has a idol in the high temple at Ilarnek, and is worshiped beneath the gibbous moon throughout the land of Mnar. She is sometimes pictured as a great water-lizard, and is unusually close to mortals for one of the old gods and beings of Th. Despite her fondness for mortals, if harm is done to those she protects, her retribution is severe, her destruction complete. She governs the domains of Air, Good, Destruction, Protection, and Water.

  • Allied with: None
  • Neutral toward: Corellon Larethian
  • Enemy with: Amai-te-rangi; Kuka'ilimoku; Lobon; Tamash; Zo-Kalar

16

(Previous Post: 13, 14, 15)

Without another word, you sink down on one knee and gravely lower your head in deference to the woman before you, just as her flesh tears through.

“I am Kihawahine, goddess of the mo'o, who united the islands through my will.” Scaled skin slides gently from human flesh, as if she's removing a jacket. “I am Bokrug the Great, who slept for 1,000 years.” Her eyes glow a fierce gold. “I am Moko, my mud throne extending from Pele to Mangaia. I am Meuler, who controls the winds. I am Tarrotarro, who separates the sexes. You bow before me a man—rise a Koa.”

(You are now in allegiance with the deity Kihawahine. Learn more about your god here.)

  • If you ask, "What should we do now?" Go to 18.
  • If you wish to further demonstrate your loyalty, or take Kihawahine's mark, go to 17
  • If you do something else, comments below and your story will continue as soon as possible.

15

(Previous Post: 13, 14)

“By pledging my allegiance to you, what are my responsibilities?”

“I ask only that you align yourself against my enemies, and protect those who would have their lands taken from them. If you so desire, I would have you take my mark, and I would offer you council with me in the future.” She licks her teeth, a horrid blue tongue peering out from between her lips. “Now, I grow tired of this form. If you claim allegiance, bow before me as a god, or prepare for the end of this existence.”

14

(Previous Post: 13)

“Please,” you say, “I'm a stranger here... Can you tell me who your enemies are, since they are to become my own?”

“I have no more enemies in the Land of the Silver key. I destroyed the people of Sarnath long ago, for killing the people of Ib, of whom I was fond. But, in your waking land, the conqueror god Kuka'ilimoku has displeased me by taking land meant for the akua women. And the sky demon Amai-te-rangi once threatened my grandson, Ngaru.” Her head tilts at an unnatural angle, like a lizard analyzing its prey. “Now you know with whom you pledge allegiance against. Bow to me as a god, and leave... Or do you wish to further demonstrate your loyalty? I wish this fallen city be granted rest.”

  • If you bow, and claim allegiance against her enemies, first ensure you understand what you're agreeing to, then go to 16
  • If you wish to further demonstrate your loyalty, you must first claim allegiance. Go to 16
  • If you ask, “By pledging my allegiance to you, what are my responsibilities?” Go to 15
  • If you do something else, comments below and your story will continue as soon as possible.

Gameplay: Religion

Open Game Content provides rules actions that may be affected by the character's Religion, but it does not provide rules for determining the character's Religion, or Deities within Open Game Content. For this reason, it is necessary to refer to a published document other than the System Reference Document to roleplay certain Religions and Deities within The Lovecraftian Traveller. It is recommended that the Dungeons and Dragons Player's Handbook be purchased for an in-depth discussion of Religion and Deities. Although any Open Game Content compatible core rulebook can be used (with GM approval), the methods used in the Player's Handbook are considered appropriate for use with this game.

In The Lovecraftian Traveller, the setting is more modern than that of the medieval setting of the Player's Handbook, but less modern than that of the setting of d20 Modern. For this reason, religion isn't ignored, as it is in d20 Modern, but it isn't as structured as it is in the Player's Handbook. While both methods are available to use (with GM approval), The Lovecraftian Traveller also offers the following House Rules. It should be noted, however, that these House Rules can complicate the already acceptable rules regarding religion described in the Player's Handbook.

HOUSE RULES: FAITH, ALLEGIANCE, WORSHIP
The following House Rules can be used to expand upon the rules regarding religion as described in the Player's Handbook.

To make use of faith-based spells, a patron god must be worshiped, supported or (at the very least) believed in. Deity Spells and Domain Spells are only available when such belief exists, and then only available specific to that god and the god's domains. Magic is hidden in The Lovecraftian Traveller, and can only be found through the use of hidden tomes and supernatural interaction.

Faith. Faith is neither belief nor devotion to a god, but the simple belief that the god (or the god's powers) exists. Such belief makes it possible to learn spells specific to that deity or domains held by the god, but requires a written or oral lesson on performing such a spell. Additionally, using such a spell always costs an additional 500 xp. You may have faith in as many gods as you desire, but the following rules apply:
  • Once you have faith in a god, it is difficult to resist the will of the god. All saving throws based on WILL against a god you have faith is are automatically given a -2 modifier.
  • Once you have faith in a god, the faith of that god's worshipers is even stronger. All skill checks and saving throws against worshipers of this god are given a -1 modifier.
  • Once you have faith in a god, the faith of that god's worshipers can combine with your own. All skill checks and saving throws performed with or for worshipers of this god are given a +1 modifier.

Allegiance. Allegiance is the support of a particular deity, without worshiping that deity as a god. Such belief makes it possible to learn spells specific to that deity or domains held by the god, but requires a written or oral lesson on performing such a spell. Additionally, using such a spell always costs an additional 250 xp. You may only align yourself with gods that are not considered rivals of each other (although you may have faith in others), and the following rules apply:
  • Once you are allied with a god, you cannot betray the will of the god. All saving throws based on WILL against a god you are allied with are automatically given a -3 modifier, and allegiance benefits end, but your faith in them remains.
  • Once you are allied with a god, you are allied with that god's worshipers. All skill checks and saving throws against worshipers of this god are given a -2 modifier.
  • Once you are allied with a god, you are allied with that god's worshipers. All skill checks and saving throws performed with or for worshipers of this god are given a +2 modifier.
  • You are considered to have faith in all of your god's allied gods, even if you don't believe in them.

Worship. Worship is similar to the patron god chosen in the Player's Handbook. If a patron god is chosen to worship, it is handled identically to religion rules listed in the Player's Handbook, with one difference: your character is considered fully devoted to this god. As such:
  • Once you worship a god, your dedication is too strong to resist the will of your god. All saving throws based on WILL against a god you have faith automatically fail.
  • Once you worship a god, you are part of the community of that god's worshipers. All skill checks and saving throws against worshipers of this god are given a -3 modifier.
  • Once you are allied with a god, you are part of the community of that god's worshipers. All skill checks and saving throws performed with or for worshipers of this god are given a +3 modifier.
  • You are considered to be in allegiance with all of your god's allied gods, even if you don't believe in them.
  • You are considered to have faith in all of your god's rival gods, even if you don't believe in them.
Click here to view information on Deities

    13

    (Previous Post: 12)

    The woman before you frightens you, but you attempt to maintain your composure and answer truthfully.

    “I don't know what I am. I don't know how I got here. I didn't mean to intrude--” You hold out the idol, presenting it to her. She looks at your offering, waiting a moment before taking it from your hands.

    “Once, these walls had risen three hundred cubits--he towers yet higher. Fifty million men dwelt in the recesses of those buildings, and in their mines of precious metal.” She leans in close her hand brushing across your cheek. It's unnaturally cold. “And I destroyed them all.”

    You shiver, the chill down your spine colder than that of her touch. For the moment, you dare not move or speak. Shadows descend from the moon onto the water, and briefly her skin shows through. The damnable green mist continues to rise from the lake, and the look in her eye changes. You see through the mask of her flesh, to the scales that hide beneath—and she sees through the mask in your mind.

    “You are of the wandering tribes,” she continues, “but not of those that laid the first stones of Sarnath. You are like the land of Mnar, both of waking and of dream. I accept your offering, and will spare your life... Pray to me as your aumakua. You will find favor with me and, as I grow stronger, you will be well blessed. Or, bow to me as a god, and claim allegiance against my enemies, and I will set you free. But, disgrace me, or defile this land, and you shall feel my wrath. I suggest you choose wisely”

    • If you bow, and claim allegiance against her enemies, first ensure you understand what you're agreeing to, then go to 16
    • If you ask, "Can you tell me who your enemies are, since they are to become my own?" Go to 14
    • If you ask, "By pledging my allegiance to you, what are my responsibilities?" Go to 15
    • If you do something else, comments below and your story will continue as soon as possible.