So I've been running my home game in
Vathak. My players were immediately on board when I told them about
the gray and gritty world—a place where it's only by stubborn
tenacity of humans (and no shortage of guns) that civilization can
hold itself together in the face of corruption, plague, and madness.
They'd be beacons of good—well, mostly—in a world where goodness
is something rare.
But how to best set that tone? How
would I show that the One True God might not be a nice guy, but he's
still one of the reasons humanity is holding on? How to show that the
vindari are aggressive, unpleasant imperial types with a history of
violence, and yet their military power is largely directed towards
greater (and often incomprehensible) evils?
I created the Trial of Abernath.
Of the servants and saints of the One
True God, St. Abernath is perhaps the most traditionally “good.”
As the patron of paladins, Abernath is representative of what my
players might have expected from the One True God—the sort of deity
that actually cares about good, rather than simply order and
survival.
My players walked into a town
mid-execution, where an elderly man was to be put to the sword. The
PCs, of course, jumped at this. Why execute an old man? Of what did
the man stand accused? Where was the justice in killing a potential
innocent? Why was there no trial for the man? And why was it such a
public spectacle?
“In these dark hours, corruption
festers in every corner,” the faithful replied. “Should we
endanger the entire community for one man that fails to defend
himself?”
I imagine the OTG doesn't care much for
particulars, and neither do his faithful. One stood accused of a
terrible crime without a witness to claim otherwise. Only those that
invoke Abernath's name—and his Trial—could forestall the
executioner's axe. His trial invoked a 72 hour grace period, where
the Justiciars of Abernath (the PCs) would have free reign to prove
the man's undeniable innocence before the OTG himself.
Immediately my players grew wary (and
rightfully so). They thought that if the trial failed, the would join
the accused in his punishment. “Nonsense,” the faithful said,
“Where would be Abernath's justice in that?” But lawful good is
not lawful nice.
If the trial failed (like most that did
not involve PCs might), they would become the executioners. They
would be the ones to swing the sword—or, in this case, to cast the
first torch upon the pyre. The Trial would end with cleansing
forgiveness, no matter how messy that might be. The players were less
than excited by this development.
Unsurprisingly, the PCs cleared the
accused's name and saved the day in a relatively short and simple
adventure. But I'd introduced the zeal of the faithful and the
questionable morality of the OTG. The players got to feel like heroes
by successfully completing the Trial of Abernath, but faced the
potential of carrying the grim weight of “justice” in a world
where justice is not always just.
And that, I think, was a good
introduction to Vathak.
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