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The Church of the Mother operates all over the continent, but not all holy places can be as grand as the Grand Basilica. As such, many smaller temples and shrines have been built and maintained throughout cities, towns, and villages across the lands.

In Rivergate, you will find a small Temple of the Mother’s Grace. Though small, every sermon and ceremony is packed wall to wall to hear Abbess Amrin speak the words of the goddess and the Maker. Amrin rules the Temple with an iron fist, but an open heart. She will put up with no foolishness beneath her roof but will move heaven and earth if you earn her trust and love. As old as she is, you’d probably wonder if she *was* the Mother’s sister in her childhood, but her eyes still radiate a warmth and love nobody can deny.

Her sermons draw folks from all walks of life – laborers, merchants, artists, sailors, and anyone else seeking a bit of salvation. Though well schooled in the scriptures, the Abbess often uses humor and local events to drive her points home.

Most nights she can be found giving those who need it a helping hand, a bit of bread, or a sympathetic ear. And those who don’t live up to her expectations are likely to get an earful and forcefully set back on the path.

But if you’re hurt, whether emotionally or physically, you should find your way to the temple. The Abbess and her helpers will do their best to fix you up and set you on your way.

The Temple itself seems simple from the outside, though taller than many other buildings in town. Two giant doors lead into the main hall. To the right of the doors is the bell used to call worshippers to service and sound the alarm when needed. A series of bells are located throughout Rivergate and bell ringers are always nearby to ring messages from the gates to the docks. Two statues – St. Samrak and St. Issal – stand on either side of the door signifying the church philosophies of hope and healing. A series of gargoyles around the domed roof announces to all that no evil is welcome within these walls and that the rules MUST be obeyed.

Inside, the doors open into the main hall with the inside of the dome painted to represent the four phases of the Mother’s life at the cardinal points of the room. East is discovering her faith (with the rising sun). South represents her journey to spread the word. And west represents her final journey to the Maker’s paradise (with the setting sun). Several pews all align towards the east and a raised dais. It is there where the Abbess and her helpers give their sermons.

Through the southern doors is a small area where the sisters sleep and eat. Separated by a cloth divider when needed, half of their living space becomes a hospital with several temporary cots.

If you are seeking shelter or just need to talk, the Temple of the Mother’s Grace is there to help and set you back on your path.

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So what’s my goal for this new Moebius Adventures project?

Immortals’ Wake: Rivergate will bring together a few things from the settings and rules we’ve written Moebius Adventures over the years. The goal will be to use the rules of Warrior, Rogue & Mage and finally express the high fantasy, nearly superhero world of IW.

Yes, you heard that right. Fantasy and Superheroes. I don’t quite know how else to describe the setting.

The general idea is you have a normal high fantasy world with wizards, priests, warriors, thieves, and everything else thrown in (though it is an all-human setting – no elves or dwarves here, sorry). And then some of these people become “Changed” – sort of like the Fantastic Four from Marvel Comics when they get bombarded my cosmic rays and come back with superpowers. Except in this case, the “Change” is sparked by an insane immortal – “The Nameless One” – who controls the elements – earth, air, fire, water, and spirit. Anyone who crosses his path has a chance that he or she also gains the ability to control an element to some degree. Most people try to flee when he is near, but a handful are crazy enough to want the Change.

The Change manifests in different ways. Some of the Changed are powerful in their element, while others seem to barely have any control at all. Sometimes the Change itself drives the person mad and for others it gives them a purpose. Like in the real world, ability doesn’t necessarily relate one to one with skill. And where most spells are about rote memorization, control of an element is more fluid – sort of like Rand al’Thor in the <em>Wheel of Time</em> weaving flows together to create effects.

Also consider that though these people can control the elements to a degree, the elements begin to change them as well. Imagine someone with power over Earth with skin starting to look more like marble or clay than flesh. Or imagine a Water Changed stuck in a desert somewhere, dying more quickly of dehydration than a normal human might.

As if these side effects weren’t bad enough, these “Changed” individuals are typically hunted, tested (or tortured depending on your point of view), and killed as they have been touched by evil. Known simply as “Demons” by the Church, the Changed live in constant fear of being discovered. Not everyone in the Church fears them and a few even support them in hidden ways, but for the most part the Church hopes to extinguish all Demons from the face of the world.

Immortals’ Wake: Rivergate will serve as a stepping stone into this world. Rivergate is but a small gateway to the Kingdoms. The Nameless One is rumored to be wandering through the Kingdoms, though few are brave enough to locate him themselves. Will he come to Rivergate? Or will adventurers seeking power at any cost seek him out?

Here’s the general outline of the book…

  • Overview
  • Chapter 1: Places (Local, Near, Far)
  • Chapter 2: People (Local, Near, Far)
  • Chapter 3: Characters (Skills, Talents)
  • Chapter 4: Magic (Supernatural, Divine, Common Spell Books)
  • Chapter 5: Rumors/Hooks
  • Appendix 1: Changed (discuss Wild Talent over the Elements – Fire, Earth, Air, Water, and Spirit)

Are you interested in knowing more?

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Would you be interested in helping to playtest?

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What do you think? I’d love some feedback below…

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For a couple of years now I’ve been whining and moaning about how I’m not a system guy. I’m not. I’ve accepted that. My attempts at system often end up muddled messes that don’t scale well. And that has stymied me a bit as far as Moebius stuff goes.

Well, today I ran across a blog post today from John Payne over at Nevermet Press about Old School gaming. And he mentioned a game called Warrior, Rogue, and Mage that’s evidently been getting quite a bit of press since it’s debut a few months ago. Evidently I’m oblivious, but that’s nothing new. :)

Warrior, Rogue, and Mage (or WR&M) is a light rules system for fantasy roleplaying that’s been released under Creative Commons by Michael Wolf (Stargazer from Stargazer’s World and Stargazer Games). But beyond the free aspects, it is damn straightforward. And it embraces many of the ideas I was trying to implement in the revamped Moebius system. However, unlike my failed attempt at rules-light, WR&M provides a simple combat system that just… works!

So I think that with a little massaging I can easily migrate the Immortals’ Wake and Age of Phaedrus fantasy settings to use Stargazer’s system. And Covert Directives, which is more of a near-future cyberpunk setting, might be able to take advantage of some of the work started a few months ago by Mark Meredith at Dice Monkey for Pointman, Hacker & Thief – a modern spy adaptation of WR&M.

That leaves me with a bit of a conundrum however regarding the Creative Commons (CC) license of WR&M. The main game guide is licensed under the Attribution (cc-by), Non-Commercial (cc-nc), and Share-Alike (cc-sa) conditions.

Though “cc-by” seems to allow me the freedom to create a commercial product based on WR&M, the “cc-nc” and “cc-sa” conditions would seem to override that and not allow me to create a commercial product. I’m good with CC’ing any system tweaks (i.e. a “Moebius”-themed set of races, skills, and talents), but would like to release products for a small fee on RPGNow.com or in other venues.

Can anybody clarify how that would work? I *love* the system and am happy to extend it and allow folks to use my extensions as long as they attribute the extensions to me and the base game back to Stargazer – but I don’t want to make my setting details completely free… Seems like a catch-22.

Anyway… Minor quibbles… Back to devouring WR&M to better understand the ins/outs of the system…

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Hopefully you’ve enjoyed the two short samples of life in the world of Immortals’ Wakepart 1 and part 2 – culminating in the demon trial of the merchant Evani Georgia.

This world has a little bit of everything…

  • Coat of arms of {{ #if: Villejust (Essonne, Fr...

    Image via Wikipedia

    Controversial religious-based persecution? Check.

  • Traditional wizards and people with the ability to control raw elemental energy? Check.
  • Hired swords, thieves, knights for various causes, and nobility struggling with court intrigue? Check.
  • A combination of oral and written history viewed through the eyes of the people of the present day? Check.
  • Immortals seeking… peace, revenge, an end to their eternal suffering? Check.
  • A broad world waiting to be explored and filled in by GMs and players alike? Check.

As was discussed in a prior post, I’m seeking input on how to make settings such as those created for Immortals’ Wake accessible to gamers in such a way that it would benefit GMs and players as source material and yet provide enough flexibility that it’s not stifling.

Tourq and Adaen brought up some great things to consider, including:

  • Fear of the Unknown
  • Room for Conflict
  • Ease of Immersion
  • Hooks
  • Open Space

I think all of these are represented in some way or another in this setting.

As far as “Fear of the Unknown” goes… The impending arrival in the city of Belan’si of “The Nameless One” will introduce the players and GM to the raw power of the Immortals of Immortals’ Wake. In every campaign and session I have run where the players encountered these beings, there has been awe, fear, and change left in their wake – followed by the fear of knowing that a character has changed in some fundamental way and is now hunted by the very society they were living in.

For “Room for Conflict,” there’s plenty of that in the world. The mages are at odds with the church. The church is at odds with the “Changed” and even a bit in conflict with itself. The people are caught in the middle, with little safe ground to stand on when the crisis hits. And beyond that, there’s the typical thief vs. guard interplay, the tenuous balance of power among the nobles and their knightly agents… even a rival guild of thieves trying to make headway in the city.

“Ease of Immersion…” This one is tough. The only benefit here would be that many of the groups are loosely based on those in our own history. The history of the Church of the Mother is loosely aligned with that of the Catholic Church, with its militant push towards converting the infidels and seeking to control the hearts and minds of its people through the Inquisition. Nobility and knights are much like those encountered during the middle ages, with different families, power bases and ideals clashing regularly. Magic? Well, magic would be foreign to any setting…

There are many “Hooks” scattered throughout the setting – from strange artifacts left over from ancient wars to rumors of improprieties among noble families, from hidden agents of change within the Church to wizards seeking to control the demons themselves… There are many points that would serve to hook players and GMs into the world.

And “Open Space…” I have a crude map of the world that offers island kingdoms to explore, mysteries to investigate, and huge open spaces yearning to gain histories and inhabitants.

So I think all of these are covered in some way or another.

If you were a player or a GM wanting to know more about the world of Immortals’ Wake what would you look for first?

–Fitz

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What follows is a continuation of the first vignette of Immortals’ Wake here. What would Maria do with the knowledge of a possibly demon-touched individual in the bazaar?

That night, all Maria could think about was the merchant’s magical bowl and the words of the deacon. Should she mention it to the guards just in case? She certainly didn’t want her inability to act to hurt someone, even indirectly.

After a restless night, she decided she would speak to a priest at the basilica before she went to work at the O’mani trading stall in the bazaar. Once inside, her worry seemed to attract one of the Sisters cleaning after the morning service. She introduced herself as Sister Wyland and asked Maria to sit.

“Tell me of your troubles my child,” she said gently. “We are always here to help.”

Maria spoke of the events in the bazaar, careful to leave out the merchant’s name until she was sure of a course of action. “Sister, what should I do? I don’t want to bring pain and suffering on his house, but neither do I wish for anyone else to be harmed should he turn out to be one of the… the… the demons…”

After a moment, the Sister spoke. “My child, ultimately is not everything in the hands of the Mother and the Maker? As vessels for their love and generosity, we cannot let our emotions cloud our judgment. Though you may not want this merchant to be harmed unnecessarily, would it not feel even worse if he was a demon sympathizer and brought destruction to the many innocents who travel to the bazaar every day?”

“I see your point Sister Wyland. Who do you recommend I speak to about this matter?”

“I can pass such information along to the guards for you my dear, so your involvement is further lessened. But you will know that this information will immediately get to those who can test this merchant properly and ascertain how he got this bowl of which you speak… So what is his name?” asked the Sister.

Maria rose, mentioned Eveni Georgia and where his booth was in the bazaar, thanked Sister Wyland, and headed to work for the day with the spring back in her step.

Later in the day, she heard and saw a group of heavily armed and armored men running through the bazaar in the direction of the market center. Her heart pounded in her chest in time to their marching steps. Maria knew where they were going.

Though the knights didn’t come past her booth, she heard descriptions of the two men they apprehended. One was the merchant Georgia, but she didn’t recognize the other one. If the authorities held to tradition, there would be a public trial and sentencing tomorrow at noon. She didn’t want to go, but knew she’d be there with everyone else.

Up to a few years ago, demon trials were just another story told to scare children. But in the last year alone there had been eight trials. And though they had yet to see any demons, eight men and women had been found not guilty after they died during the proceedings. Rumors explained that the families of the innocent would be repaid for the loss and heartache in gold.

Maria didn’t know any of the families to confirm such stories, but she and many others wondered about the truth.

Before the marketplace closed, A’Bas found her at her stall. “Did you hear what happened?” he asked, wide-eyed.

She nodded. “I caught glimpses of them as they ran down the next path. What do you think they’ll do to him?”

He shook his head. “I don’t really want to think about it Maria. Who do you think turned him into the guards?”

All Maria could do was look away and shake her head… “I don’t know, ” she muttered under her breath.

The next morning, as predicted, an edict was posted about the pending trial at Noon. Eveni Georgia was to be tried as a demon. If he lived, he would be proven to be a demon. If he died, he would be cleared of all charges.

The bazaar was deathly still all morning except for whispered questions and murmurs about the merchant and the trial. Maria had not slept a wink, her own betrayal eating away at her from within. Even the nightly sermon hadn’t helped, as the Deacon spoke of the captured demon and its possible meanings for the faithful.

She and A’Bas made sure to find space in the crowd witnessing the proceedings, but Maria cautioned against being where they might be seen by the merchant. Maria didn’t want him to be able to point them out in the crowd.

The knight in charge of the knights of the Order of St. Greggor presided over the trial – Lady Dagor. She looked strong and proud in her practical mix of plate and chain armor. Her knowledge of Church law sounded official to everyone in the crowd, including Maria.

Eventually she asked some simple questions of Georgia.

“Where did you get the bowl?” “Why would you carry such demon-touched merchandise in your stall?” “What contact had you had with the demons?”

The crowd was unable to hear any responses from the merchant, as he was locked in a small metal box suspended by chains above a small pool of water. However, what they saw made everyone back up a few steps.

The box began to dissolve around the man inside. And the merchant looked ready to spring at his accusers wearing simple metal armor and carrying a large sword, both of which appeared out of nowhere.

The lady knight did not seem alarmed by this at all. Making a small gesture, the box suddenly plunged down into the water and a group of knights secured a large wooden lid atop the pool, locking the man and what was left of the box inside.

The wooden walls of the pool expanded slightly as though the prisoner within was pounding on them with great strength, but they held fast. And after a few moments, all grew still again.

Now addressing the crowd, Lady Dagor spoke loudly enough to quiet the cries and shouts of alarm rippling through the people. “You see, that is why we must remain ever vigilant. That was an Earth Demon living hidden among us. He could have brought destruction on us all…” She paused. “But one among you spoke up and shared a concern with us so we could deal with him before anything bad happened. One person made a difference. Don’t ever forget that.”

“Thank the Mother and the Maker that we were prepared for this. We should all give thanks and ponder what we have seen today.” At that, she turned on her heel and went back to her knights who were dealing with ensuring that the demon would not escape his watery grave.

Maria was in shock, as were many in the audience. How could such a thing have come to pass? Why didn’t anyone know he was a demon? But she feared that many may suffer such trials in the future if the paranoia spread too far and fast through the people…

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What follows is a taste of the world of Immortals’ Wake… Many, guided by faith, skill, knowledge, or logic, see this magical realm in very different terms. As in most worlds, there are Haves and Have-Nots. When the bells at the Basilica sound a warning, where and with whom will you seek shelter?

Marion O’mani keeps to herself most of the time. A girl of faith, she regularly attends mass at the Basilica to worship the words of Mother T’aibi who guides from above. And when she’s not attending services, she can be found at her family’s stall in the bazaar, selling handmade goods as the O’mani clan had sold for 100 years. As such, she had many friends among the other merchant families of Belan’si.

As a port city, trade caravans constantly bustled for attention from wealthy buyers who then turned around and sold those trinkets to the people of the city with coins to spend. Stalls on the side of the bazaar closest to the merchant and noble quarters were the subject of intense positioning, sometimes leading to bad blood.

Today, Marion had some free time before the sunset service began, so she decided to find her friend A’bas. A’bas Relan and Marion attended the church school where they both learned to read and write and do the basic math they would need every day in the bazaar. The pair often explored the dark interior of the markets to see what lost treasures they could find among the shops, stalls, vendors, and colorful people passing through the area each day.

She found him at one of their favorite stops, the booth of one Evani Georgia, a man of ill-repute who always ended up with the best strange pieces every week. A’Bas was admiring an azure pottery bowl that seemed to change and move as he shifted it in and out of a shaft of sunlight. “That’s beautiful, but how does it do that?” she asked tentatively as she approached.

“Ah, another distinguishing eye! Yes, this is a rare item indeed,” said Georgia. “It came to me by way of the ocean from Kardyn, island kingdom of the Saesi.”

“But why does it shift so?” she asked.

The merchant gestured for her to come closer as he whispered “The pottery is imbued with demon magic.” A’Bas nearly dropped the fine porcelain bowl, but recovered quickly enough to set it gently on the table.

“Demons? Really? Have you ever seen one?” asked A’Bas. “We’ve heard tales, but have never seen one ourselves. Beyond the strange rippling stone of the Mother’s Fold over the river, I started to think they were a myth.”

The man smiled. “Oh, they’re real. I once watched a battle between a group of fire demons and a detachment of knights from the Order of St. Greggor. Raw magic nearly destroyed their weapons and armor. But numbers were on the side of the Church that day. The losses though… I’ve never seen such carnage and the smell…”

“A’Bas, I think it’s time to go,” Maria chimed in. “We’re needed elsewhere. Thank you kind sir for your tales.” And she grabbed her friend’s arm and led him from the booth.

“Next time bring some money and I’ll entertain with tales of the wave demons!” shouted Georgia after them.

Maria and A’Bas hurried through the crowded marketplace to the Grand Basilica so they could get seats at the evening service. “All this talk of demons has me worried,” she said as they worked their way through the throngs of people. “Even Deacon Nobin has mentioned them in her sermons lately…”

“I’m sure this will pass. We’ve all heard the stories, but beyond some old stone bridge and that weird pot have you ever seen a reason to be scared?” asked A’Bas. “It’s just talk.”

As they shuffled through the double doors and under the great domed roof of the church, they were far from the first to arrive. Services, especially lately, had been very crowded of late. But they found room on a bench in the center as more people filed in. By the time the Deacon appeared with her acolytes, it was standing room only and a few hundred people were seeking spiritual guidance…

Deacon Nobin began… “Good evening, my friends. May the Mother’s Grace be upon thee…” And also on thee…

“Here in the city of Belan’si we have been blessed by all our guardians… The Queen’s Order of the Sovereign Rose, the King’s Order of the Missing Sword, and our own Order of St. Greggor help our overworked guardsmen patrolling the city streets and keeping us from harm. Thank the Mother…” Thank you oh wise Mother.

“But now we’ve seen evidence that our great, safe city once again lies in the Nameless One’s path… And we must pray for guidance during the dark times to come. May the Maker and the Mother watch over us all.” Amen

“In the days and weeks ahead, we must remain vigilant. Watch for signs of the demons all around you. And if you see signs, let our guardians know so they may deal with each threat as it comes. Do not wait. Do not stray from what you believe. For if these demons are allowed to run free, we will all pay the price.”

Eventually the Deacon finished her sermon and bid her flock good night and safe journeys. Her words left Maria and A’Bas wondering if they should tell someone about Evani Georgia and his strange, demon-touched porcelain bowl…

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This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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In the Immortals’ Wake world, there is a character simply known as The Nameless One. For more than 2,000 years, he has roamed through populated and unpopulated areas, leaving a wake of destruction and bewilderment behind him. His is an extreme case of what I will call the “Road to Redemption.” Unfortunately for him, it’s a very long road along the lines of Groundhog Day.

monk_bwHowever, his story is not unique. There are others in our own histories and myths. The story of the doomed sinner wandering the Earth until the end of days is repeated throughout Christian legends. Cursed to live an eternity to pay for a single evil or thoughtless deed.

So what did this poor soul do? He was among the first to be Changed. The records from that age were long ago destroyed, but some pieces of the past remain. Scholars suspect that in the Time Before, there were many such beings – some of whom were truly Immortal and able to perform miracles both great and terrible. During the Time Between, a great war raged between Mortals and Immortals.

Not all of the Immortals were without conscience and wondered at the cost of such a rift between factions. Elle T’aibi began a movement to help the poor mortals caught in the middle. Jost, another Immortal, was tired of the war and among those swept up in this new movement. Together they, and others, wandered the lands, doing what they could to soothe fears and calm nerves, guiding people to start rebuilding their lives.

It was then she gained the nickname “Young Mother” for the way she handled people as delicately as children, speaking kind words and harsh for the best effect. She would coddle only so long and then those who came ot her for help would have to learn to live on their own again.

“All around were the distressed and mad, scared senseless by the thunder of the unholy Storm. The Young Mother, in the face of the Storm’s fury, aided those around her with a touch and soothing words. Witnesses who later became the first of her followers claim she glowed with a soft, divine light to lead them from the darkness.”

– Taken from the Book of the Beginning

T’aibi was a simple woman at heart, raised doing hard work on a farm and loving the family around her. She and others were swept up in the Storm of Change that led to the war. But even as her peace movement was just beginning, those around her seemed to gain insight and balance. The path she and her followers took often led into places of darkness. Without regard for her own safety, she took it upon herslef to enlighten these dark leaders to “The Way” – her philosophy of love, peace, and brotherhood.

“Adal’s lair, littered with the remains of his enemies, lay open to the Mother. With confident strides, she began to clear away the pieces until there was room to sit before his throne. For days, she said nothing and remained motionless. As though in a trance, Adal matched her for five days before descending. He embraced her and began repeating ‘I see! I truly see!’ over and over again…”

– Taken from the Book Between

Though immortal, she chose to pass into the beyond a hundred years after she had begun. Her body had become frail over time, and rather than construct a new body, a new vessel for her Spirit, she chose to take her place in the Maker’s House. For months, her followers mourned. But eventually they built her tomb, stone by stone. When it was completed, Pidae spoke the words that changed the world.

“We return you, Great Mother, to accept your place beside the Maker. While here, you opened our eyes to the love in the world and so we embrace our fellow man. In your memory, we shall continue to persevere with peace and faith. From this day on, we will spread your teachings to the ends of the earth, over seas, mountains, and plains…”

– Taken from the Book of the End

And so the church began. The 100 or so members of her flock spread the word far and wide. The first cathedrals were build soon after in her memory. Over time, many of the people accepted the word of the Mother’s Disciples and Priests as divinely blessed by the Mother herself.

Among those first Disciples was Jost, and he grieved for nearly one hundred after she died, wandering the places mankind still hadn’t discovered yet. When he returned to the world, only a few generations removed from The Mother’s message of brotherhood and peace, he was distraught to find her message twisted. Instead of a brotherhood of all mankind – Changed or not – those who were different, like the Changed, were cast out.

To stop the madness, he began a counter-culture, preaching the true words of the Young Mother as they were meant to be heard. But he was hunted again and again by those in power. Instead of stopping the madness, he fanned the fire, eventually causing an incident near the Mother’s tomb that he couldn’t forgive himself for. On that ill fated day, he slaughtered more than a thousand soldiers until he was the only one still standing.

As a result, he lost his mind. He wanders the world in a 50 year cycle, bringing death, pain, destruction, and change in his wake. He returns to the site where the cycle began – where his mentor and mother figure gave her life for a cause few if any remember, where he sacrificed his own mind so he would no longer be forced to remember what he had done for the person and ideal he held so dear.

What could end the infinite path of this immortal? What might shake him out of the cycle? Only time or The Mother will tell.

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As the dominant feature in the city of Belos, the Grand Basilica rises majestically above all other construction. Only two of the castle’s highest towers reaches the 150 foot height of the Basilica’s golden dome. From dawn to dusk, the dome catches the rays of the sun, lighting a beacon for the Church faithful.

The dome itself serves as the main hall of the Basilica, hosting as many as 10,000 of the Mother’s flock beneath its roof. Surrounding the dome at the four corners of the supporting structure are four massive towers also topping out at 150 feet. The towers are home to many of the different priestly orders.

Located beneath the Basilica, the underchapel is rumored to be nearly as expansive as the above-ground portions of the Basilica, but is only for the use of certain key personnel. In recent years the militant Order of St. Greggor has been seen entering and leaving the underchapel regularly, but they are far from the only secretive order of the church.

Monks in ChurchRinging the exterior of the Basilica is a series of statues of those known of what is the Second Tier of the Mother’s initial disciples. Each statue personifies one quality that the Mother embodied – such as compassion, kindness, and dedication. Each statue faces the center of the dome.

As you approach the huge double doors to the Basilica you quickly realize that it must take several priests a great deal of effort to move them. In the last 15 years they have never been closed and there are always priests on hand to help any who would choose to enter. Upon the doors themselves there are two gigantic loops that, when the doors are closed, form the infinity symbol (a figure eight laid on its side) which is part of the Church’s symbology.

Once inside the church, directly below the center of the dome, is what looks like an ornately carved birdbath. This is a collecting plate for the Mother’s Tears. Any who may enter is encouraged to use this water as they would wish. Since the building of the Basilica more than 1000 years ago, the bath has never been empty. It is believed that once the Mother’s portrait was painted ascending to take her place next to the Maker that actual tears formed and dripped soundlessly into the pool. Even in times of drought, the pool has never gone dry.

To the left and right of the main causeway to the altar lie one hundred rows of pews broken into sections that form a gentle curve to follow the outline of the dome. During the High Masses held once a month in the Basilica, the flock fills the pews and there is little room for those standing on the edges.

The altar itself is broken into three areas. On the left- and right-most sides facing the congregation is a lectern. In the center is a broad marble table of the same composition as the Mother’s Fold bridge just down the road from the Basilica across the river. Many of the faithful come to simply stare and meditate on the slowly changing and calming pattern within the stone. Here is where the Deacons and priests give the masses to the flock each sunrise and sunset.

In the four corners of the building supporting the dome are doors leading to the towers. Directly behind the altar, hidden behind a tapestry on the wall, is a door to the underchapel. In the last ten years, a guard from the Order of St. Greggor in full armor has stood watch at the door letting few beyond.

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So good to see you! Welcome to Belos, city of commoners, royalty, and the divine. Not far from the Mother’s Fold bridge, a mysterious construct from a lost age we can debate another time. First we must take you for a blessing at the Grand Basilica, home of the Church of the Mother and protector of the holy artifacts of Elle T’aibi, may her soul forever watch over us…

Yes, not far from here is the entrance to the Bazaar, a place where goods of debatable quality may be found or sold for a price. There you will find the food vendors, the weapon sellers, and whatever else your heart desires. Oh! But here we are at the doors!

(Kneeling, your benefactor gestures across his chest, stands again and leads you down the aisle of pews.) Some nearly 10,000 people come to pray each day here at the morning and evening masses. It is a great honor to be within these sacred walls. (He gestures to the ceiling…) Many simply come to sit and admire the symbols of our faith here. The Architect, Villam H’ashim, is said to have laid on the floor while the artists were finishing the inside of the dome.

At the peak of the dome is the representation of the Holy Mother in her ascension to the side of the Maker. Surrounding her are her disciples, the First Tier – St. Jost, St. Shea, St. Daniel, and St. Xa – who spread the word around the world. The entire history of our faith is there to be told to any and all who would accept our charge of peace and brotherhood.

(As you and your benefactor walk across the room to the altar, you see an armored woman in full plate tread steadily, but carefully, back to the doors you came through.) Ah yes. Lady Dagor of the Order of St. Greggor. Her order is among the youngest in the Church, but already she has quite a following. They are charged with dealing with the demons that plague our lands.

You have heard of the Changed? (He again kneels and gestures across his chest.) No? Well, these vile creatures are once again on the rise as we are on guard for the Nameless One to wind his way to the coast through our fair city. In his wake, we must all be alert for demons and those who would hide them from our sight. You should come to the sermon in two days – High Chancellor Devro himself will be speaking about the coming chaos and what we must do… You must come! Your very soul hangs in the balance!

(You and your benefactor approach the altar and he gestures for you to kneel.) Oh Most Holy Mother, we implore you to watch over this spirit as one of our own… This wayward soul has come to you for guidance and protection… And in return we shall all be your eyes and ears upon this world to protect our brothers and sisters across the land… Maker bless us all. Amen. (He gestures for you to rise.)

(He guides you back to the front of the Basilica.) It is good that you are here before the Evil comes. We must all be on watch for demons and demon-worshippers. Be vigilant and may the Mother and Maker watch over you in your quest…

(You are left outside the doors to the Grand Basilica to ponder your fate…)

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