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Locations
Ruins
Plains
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Comments: 7
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Condition: Normal
ID: 4585

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November 6, 2008, 10:48 am

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Cheka Man
Kassy

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The Twelve

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11 great statues of lost gods being chipped away by the condemned.

The trip was a painful one - the Provosta were anything but gentle handling the prisoner as they made their way. Jharun was trussed like a pig and bounced against the horse’s side.  More then once the Provosta openly mused about dropping him into a stream instead of delivering him to the Twelve.  Jharum was ‘saved’ by the explicit orders of their superior - he was to be delivered alive to the twelve and serve out a year sentence.  He bore the brand bearing his sentence, and if fate smiled upon him, he could expect the cancelling brand a year later.


The Twelve is now a place of punishment for those whose crimes did not warrant immediate execution.

The Twelve are a dozen massive statues from the Theocracy of Theos’s pantheistic days, before Thoes engineered the fall of the eleven. 

All but one statue (That of Theos himself) are surrounded by rickety scaffolding, where day in and day out, the condemned chip away, slowly, painfully and with little effect on the ancient statues.  Safety is not a major concern, and many find that they still had a death sentence even when they were sent here.

Surrounding the circle of twelve are countless plain gravemarkers of prisoners that died in accidents or killed by guards. 

For two miles in all directions of the circle, not a single plant or large stone provides any cover, and any person stands out against the featureless plains. Easy prey for the mounted commissars who frequently patrol on horseback.

The stone used in the creation of the statues is unnaturally resistent to damage, and some say it actually heals over time.

The statues are an embarrassment to Theos and his church, a constant reminder that he has yet to completely expunge the eleven from his lands.  It is said it is the residual faith in the 11 which prevents the destruction of the statues, and one of the reasons his commissars search so fanatically for heretics.  The day the statues fall will be one of great joy to Theos.

Condemned to work here is a man known as the Last Heretic.
He is a priest of one of the 11 gods whose statue stands here, the ones now denied by Theos and his servants.

The Last Heretic is immortal - he has been maimed many times but death eludes him.  Injuries heal, though gradually, and he always bears gruesome wounds - either the result of accident or attacks by the guards at the Twelve.

Unknown to the guards, even as he chips away at the statues, he has left inscriptions upon the higher points of the statues. These are writings sacred to the old gods and are left for other workers to find and read.

Theosian Law

Most crimes against higher ranking persons are punishable by death in the Theocracy of Theos - the credo is absolute subservience to ones betters.  Lesser crimes - those between members of equal level, or rarely, performed by higher against lower, are punishable by varying periods of hard labor.  Those cases are often sent to the Twelve if no suitable task exists at the place of sentencing.  The prisoner is brought to the the Twelve by Theosian Commissaries.  It is not unknown for prisoners to die ‘attempting escape’ en route, sometimes simply because the Commissars could not be bothered to make the trek to the Twelve.

Crimes of higher vs lower usually only are punished because someone even higher then the perpetrator has an interest in the case, converting it to an indirect Lower vs Higher case.

When condemned to labour, the prisoner is marked with a brand bearing the number of seasons they are to labour - no sentence is less then one season.  Once they have completed their sentence, they receive a cancelling brand.

The brands are delivered by high-ranking Provosta and are magic in nature, primarily allowing tracking by the Provosta and allowing Theos himself to look into the victim’s mind.

Campaign Use and Plot Hooks

This place can be adapted to other lands with harsh religions, or by substituting old kings statues for the gods, a harsh secular regime attempting to erase history.

A campaign could be started with the PCs all being prisoners working here, and planning a ‘great escape’. They have to survive informers, the Provosta, and finding some means to remove the brands, should they not escape the country itself.

Among the scrawlings of the Last Heretic, there is information of great importance. The PCs have found out about it though divination, divine message, etc, and now need to go to the Twelve to obtain the message.  Getting in is difficult, and getting out all the more so. Especially since the powers that be would most certainly oppose this action.  Once here, they would need to search all 11 statues to find the information. The possibility for a pitched battle on rickety scaffolding is there.



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Comments ( 7 )
Commenters gain extra XP from Author votes.

valadaar
November 6, 2008, 10:48
0xp
Updated: The Theocracy of Theos itself will follow - eventually.
Voted Cheka Man
November 6, 2008, 11:01
0xp
Poor prisoners-of course there are those who are genuinely deserve to be punished amongst them. The executioner must be busy.
valadaar
November 6, 2008, 11:03
1xp
In the Theocracy of Theos, gallows are as common as churches... :)
Voted manfred
November 6, 2008, 17:40
0xp
Now this is a cool prison for your fantasy campaign - the regeneration of the statues makes the work so wonderfully pointless. Don't tell the Provosta, but I think there is a steady trickle of converts coming from the convicts, out of spite.

Not easy to apply, but once done, it provides chrome without end (and some plot hooks to boot).
Voted Victor-N
November 7, 2008, 0:03
0xp
If it were easier to adapt to a game perhaps I would like it more, but I do not want to detract from how cool of an idea it is. Any other remark I would have has been said. I like this idea.
Voted d7
June 30, 2009, 10:57
0xp
I love it.

I can see playing an entire campaign here, especially with a system that's heavy on interpersonal politics. I would love to play out the decisive final moments of the prinson camp at the Twelve, when things really hit the fan and either the Eleven are finally crushed or the Heretics' Revolution begins.
Voted Kassy
August 10, 2012, 8:32
0xp
Brilliant!

4.5/5 and my HoH


Random Idea Seed View All Idea Seeds

       By: Strolen

In nature, for instance, a rhino has flies and ticks etc, that live on the hide and live off the blood. Rhino will visit and lie in ponds where turtles will clean the underwater portion of the ticks and a species of bird will clean the the top of ticks and other parasites. What if where the characters camp there were a species of animals that lived off wounds of the creatures. PCs camp. Anybody with wounds on there body are soon covered with small rodent - insect - shadows - whatever. Would immediately see it as a threat I would imagine. But perhaps one of the wounded didn't wake up when it happened, and when they did finally wake they were completely healed. Perhaps somebody was warned of something attacking them but they were able to notice that the wound was actually getting smaller instead of larger. Or maybe they successfully beat the creatures off them and don't notice an improvement, marking this place never to rest at ever again....later learn that villagers send their wounded there but they keep it a guarded secret because they don't want all the attention or traffic and what comes with such a special gift. Could turn into something more too if characters decide to start blabbing about it.

Encounter  ( Cave/ Underground ) | February 16, 2003 | View | UpVote 0xp


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