@Jangel13 So that would be a guaranteed TPK then. Quite literally, "Rocks fall. Everybody dies." Good thing I wasn't planning that kind of thing at all. Challenging a deity is only a viable path if you have a way to both kill and replace them. That's two major kinds of power that all of the current players combined couldn't even get close to. So, no. I'm not that stupid or chaotic. Evil maybe... but not that chaotic.
@Jangel13 Oh, gosh... I had thought of that but it didn't seem like a worthwhile endeavor. Now that you bring it up though... hmm.
On a more direct note. That modification would reduce the progression tree to the following.
Goblin
Hobgoblin
Hedge Doctor - Skilled in making both medicine and poison, often from the same ingredients which are found in nature.
Shaman - Developing an understanding that all forms of life are entwined within the world's magic and the ability to enhance medicines and poisons with magic as well as some direct magical control and simple animal/plant manipulation.
[Balanced Branch after Shaman]
Trail Walker – Stronger in magic, medicine, and poison than a Shaman. The Life Walker is devoted to honoring the balance and order of the world. These can cast spells and perceive events through the network of interwoven living things around them. They are also able to magically strengthen and speed the growth or decomposition of plants.
Vale Guardian – Able to see through the eyes of every natural creature within a large area, alive or dead. Bonded with a strong tree, which defines the center of their vale, and two magically strengthened beasts that are meant to honor life and death. Able to wield powerful nature magic of both growth and decomposition in an almost unlimited way within their vale so long as they act in contact with their tree. The Bonded Beasts are able to leave the vale while still revealing all they perceive to their Guardian and retaining their strengths as well as remaining under the guardian’s direction.
[Death Branch after Shaman]
Bog Walker – Significantly stronger in magic and poison than a Shaman. The Bog Walker works to honor and preserve the dead from being unnecessarily disturbed or defiled, gaining strength for every set of intact remains that they preserve within their territory. The Bog Walker can perceive anything that happens within a limited area of a dead creature’s remains and can cast spells remotely through any corpse that is already partially decomposed (There is a range limit.). They are also able to call up and empower the spirits of dead animals to protect the remains of the dead within their care, however, they prefer to wield poisonous plants and similarly lethal beasts instead whenever possible.
Wisp Guardian – Vastly stronger in magic than a Bog Walker and innately poisonous such that their touch alone can kill most living creatures, the Wisp Guardian has chosen a barren place to be a burial ground under their protection. A small group of beasts serve them by gathering and moving the bones of dead creatures and people to the burial ground, but the defense of the place is largely left up to the magic of the Wisp Guardian who has largely abandoned physical form and become a creature of light and fog. All plants and animals that inhale the fog of the Wisp Guardian become thralls of it, strengthened by it’s magic and made immune to poisons while becoming poisonous themselves.
[Life Branch after Shaman]
Breath Walker – Significantly stronger in magic and medicine than a Shaman. These devote themselves to healing injuries, opposing disease and working to enhance longevity in all forms of life, gaining strength from every successful effort. They can perceive events that occur, and cast spells remotely through, any living creature or plant that they have already treated in person. They can also bind large numbers of beasts to their service and empower them so that they can better protect the area around the shrines and the Breath Walker. However, these beasts are not bound to the Breath Walker’s will. They will act of their own volition to accomplish these few priorities. The Breath Walker can form direct Pacts with two strong beasts which will then serve their will directly and be able to travel with them freely.
Life Guardian – Vastly stronger in magic than a Breath Walker and having both a healing touch and a purifying breath, these have decided to never limit themselves to a single territory and instead devote themselves to traveling and doing the most good for the most living things that they can. They are able to form pacts with up to five beasts and can mark trees or other long-lived plants with their magic, allowing teleportation between the plants that are marked. (The Life Guardian is only able to transport one passenger along with them and their pact marked beasts via this method.)
@Jangel13 Alright, so at present the weakest part of the tree is the element that concerns the goddesses. If that were simply removed would there be any other problems that need to be corrected?
@Jangel13 Feel free to modify or retool it as needed.
More importantly, are there any important distinctions or world elements that I'm still not understanding? If so, that's something that I need to know before I concoct any further submissions.
@Jangel13I was trying to work within the existing framework. Thus, I'm glad that you can't tell any functional differences. As for artifacts, I suppose that I meant 'gifts of the gods'. It could be anything that the deity might consider a worthy gift for their up and coming follower from a sword with a blade that is only visible to the wielder to a flying mount or armored gauntlets that allow extremely fast digging, even through rock. When gods go up against each other through followers, if historical mythology is any guide, they usually use a combination of blessings and gifts to strengthen their chosen elite while all their followers get blessings.
Furthermore, the entire tree is merely a suggestion. I am but a sideline idea man. I do hope that part of it is useful at least.
@Jangel13 It does. It also means that Shirila and Duevlena would be fighting over anyone who gets to the Shaman stage since they'd be "undecided". Perhaps those who wish to advance beyond Shaman along that tree should have to choose between tasks or quests offered by Shirila and Duevlena. If they choose to follow neither path then they end up with the balanced road, basically staying out of the rivalry and giving up any chance for the greater blessings and such. If they do choose one goddess and achieve the goal set out for them then they gain some kind of artifact as a reward?
@Jangel13 It could be done exclusively as well, with the worship of the one being abandoned. However, what I had in mind was how common it is for different people in the same religious group to be drawn to distinct spiritual methods. Everyone is trying to get to the same place but they all try different paths, to one extent or another. In this case, the viability of this approach seems to lean on these questions. How jealous are these deities? Are they opposed and in conflict, indifferent and parallel, or allied using their differing specialties for a combined goal? And, as things stand, I am not the one who can answer these questions.
So, if the particular nuances of dual worship strike you as being incompatible with your world then that is a thing that would have to be changed somehow.
@Jangel13 Figured out some additional tree sections for your perusal and critique.
[Balanced Branch after Shaman]
Trail Walker – Stronger in magic, medicine, and poison than a Shaman. The Life Walker is devoted to the goddesses of both Life and Death, honoring the balance and order of the world that they work together to maintain. These can cast spells and perceive events through the network of interwoven living things around them. They are also able to magically strengthen and speed the growth or decomposition of plants. They can also build shrines to both goddesses and obtain lesser blessings from both as well.
Vale Guardian – Able to see through the eyes of every natural creature within a large area, alive or dead. Bonded with a strong tree, which defines the center of their vale, and two magically strengthened beasts that are meant to honor life and death. Able to wield powerful nature magic of both growth and decomposition in an almost unlimited way within their vale so long as they act in contact with their tree. The Bonded Beasts are able to leave the vale while still revealing all they perceive to their Guardian and retaining their strengths as well as remaining under the guardian’s direction. The Vale Guardian is able to grow any natural plant in their Vale that exists somewhere in the world, sometimes even without a seed or cutting.
[Death Branch after Shaman]
Bog Walker – Significantly stronger in magic and poison than a Shaman. The Bog Walker gives honor to both the goddesses of Life and Death but is more personally dedicated to the goddess of Death and works to honor and preserve the dead from being unnecessarily disturbed or defiled, gaining strength for every set of intact remains that they preserve within their territory. The Bog Walker can perceive anything that happens within a limited area of a dead creature’s remains and can cast spells remotely through any corpse that is already partially decomposed (There is a range limit.). They can build an advanced shrine to the goddess of Death and a simple one to the goddess of life. They are also able to call up and empower the spirits of dead animals to protect the remains of the dead within their care, however, they prefer to wield poisonous plants and similarly lethal beasts instead whenever possible. They can obtain stronger blessings from the goddess of Death but they do not lose any blessings given by the goddess of life as they continue to give her limited devotion.
Wisp Guardian – Vastly stronger in magic than a Bog Walker and innately poisonous such that their touch alone can kill most living creatures, the Wisp Guardian has chosen a barren place to be a burial ground under their protection. A small group of beasts serve them by gathering and moving the bones of dead creatures and people to the burial ground, but the defense of the place is largely left up to the magic of the Wisp Guardian who has largely abandoned physical form and become a creature of light and fog. All plants and animals that inhale the fog of the Wisp Guardian become thralls of it, strengthened by it’s magic and made immune to poisons while becoming poisonous themselves.
[Life Branch after Shaman]
Breath Walker – Significantly stronger in magic and medicine than a Shaman, those who walk this path are more personally dedicated to the goddess of Life while honoring the goddess of death to a lesser extent. These devote themselves to healing injuries, opposing disease and working to enhance longevity in all forms of life, gaining strength from every successful effort. They can perceive events that occur, and cast spells remotely through, any living creature or plant that they have already treated in person. These can build advanced shrines to the goddess of life and simple shrines to the goddess of death. They can also bind large numbers of beasts to their service and empower them so that they can better protect the area around the shrines and the Breath Walker. However, these beasts are not bound to the Breath Walker’s will. They will act of their own volition to accomplish these few priorities. The Breath Walker can form direct Pacts with two strong beasts which will then serve their will directly and be able to travel with them freely.
Life Guardian – Vastly stronger in magic than a Breath Walker and having both a healing touch and a purifying breath, these have decided to never limit themselves to a single territory and instead devote themselves to traveling and doing the most good for the most living things that they can. They are able to form pacts with up to five beasts and can mark trees or other long-lived plants with their magic, allowing teleportation between the plants that are marked. (The Life Guardian is only able to transport one passenger along with them and their pact marked beasts via this method and the passenger must be on good terms with the goddess of life or the magic will not touch them.)
PILOT Name: Ryan Lungfirst Age: 38(15-65) Height: 5’10” Weight: 148 lbs Pilot Class: Sky Warrior Nationality: “Alaskan” Appearance: Brown eyes so dark as to seem almost black stare piercingly from beneath red eyebrows speckled with white. Beneath them squats a wide nose atop a mustache and beard that make the mouth all but invisible, for all that the beard stops only an inch below the chin. Above it all is a high, and slightly receding, hairline with a slightly golden sheen breaking up its dusky blonde. This is the face of Ryan Lungfirst, pilot of the “Long-Dive” and skilled evader of major trouble.
His body isn’t that impressive though, a little thin but muscled with a farmer’s tan. His fingers and toes are a little long and he stands at a modest 5’10”. Fashion isn’t his strong suit and he is rarely seen in anything other than either a black or gray flight suit and dusty brown work boots, unless he broke out his mechanic’s coveralls.
Bio: Lungfirst was born to a farming family in southern Illinois. However, the town was raided and most of the residents were sold as slave labor, his family included. While most of his family were sold to settlements in various states throughout the Northwestern states, he was still small enough that onen of them wanted him. Eventually, he was sold to a bandit gang in southern Alaska in exchange for a few small boxes of cheap ammo. After a few years, he earned full membership by shooting a spy from a rival gang. Unknown to him at the time, the leader of his gang was watching when he pulled the trigger.
The spy died slowly from the gunshot wound to a lung as the young Ryan felt no need to waste additional bullets on a dying enemy. The gang leader gave him the name Lungfirst and full membership in recognition of his instinctive ruthlessness. He began to learn quickly, everything that he could learn as a full member. That gang survived for several more years before they suffered a series of catastrophic failed raids.
As Lungfirst was talented and efficient with maintenance and repair work he was too valuable to risk on raids. This was how he survived. As time went on, he was passed from one bandit squadron to another as they were killed in the continual infighting that ravaged the Alaskan wilderness. He loaded and maintained the bush planes that saw most of the tiny skirmishes over the interior of Alaska. Kept alive by virtue of his skills, he moved from one area to another with whoever he served. It didn’t hurt his survival odds that he wasn’t loyal to any one boss, they all understood that he was out to survive. But eventually, after dodging death most of his life and getting through puberty without giving girls much thought, he found himself besotted with an engineer working with a local military wing based out of an old Air Force Base. He waited until the right moment, when his current boss was going to die in another ill-conceived raid, and joined the military for the most cliché of reasons.
She was smart and driven. She also couldn’t care one bit about the up and coming recruit of questionable loyalty. Still, she needed a test pilot for their latest tech resurrection program who could actually understand what was being tested. That was how Test Pilot Lungfirst ended up behind the stick of quite a few exotic and experimental planes. He played a part in stabilizing the interior of Alaska by using his rapidly developing piloting skill and well-honed mechanical insight to perfect the planes that decided many fights and annihilated numerous bandit gangs. Unfortunately, the higher ranking officers decided that he knew too much and had become too important. They planned an accidental retirement for him, post-mortem medals included.
The plan involved the engineering girl of his dreams finally showing him some interest and leading him right into the trap. But, a boy raised by bandits is no stranger to betrayal. The change in his crush’s behavior was too much to be believed. When that test flight started he went up with a full load instead of the minimal supplies that were scheduled. After sticking around at low altitude long enough to test the alternate console arrangement that was the subject of the test and remove the bomb that was under his seat and drop it out the side of the canopy, he climbed up to his plane’s maximum safe altitude, picked a direction and kept going.
A couple lucky engagements and some mercenary and courier work kept him flying and allowed him to cross vast stretches of sky with only a few close calls. After all, there were very few planes that could even get to his altitude, never mind being able to fight or dodge once there. It helped his odds that he was able to maintain and upgrade his plane as he went, though he was careful not to return to Alaska. The plane that he fled with was far from cutting edge, though the line models being produced back there were heavier with either scanning equipment or heavy bomb loads. Neither could get within ten thousand feet of the altitude that Lungfirst prefers without dropping all their gear unless they wanted to stall.
After almost a decade of this roving life he finally developed a reputation for getting jobs done, consistently and safely. It was a rare kind of reputation for anyone who flew the turbulent skies. This rare reputation was likely the only reason why he received a job offer from a legendary ace. Ryan almost rejected the offer. The prospect of working with a dogfighter added an element of risk to the job that was usually past his go-no go threshold. But, the prestige he would gain by working with this particular man could prove to be well worth the danger. Besides, stability was good for business and war wasn’t.
Theme Song: (optional)
PLANE:
Name: XB-35-M4 “Long-Dive” Description: This model was designed for testing various sets of modular equipment and extended flight initially. Lungfirst's subsequent modifications include numerous features including targeting sensors in the fuselage that allow the acquisition of missile locks at significant range without altering the Long-Dive's orientation or costing it altitude. Plane Type: Prop Flying Wing Extra Aircraft Notes: Designed for extreme altitude, efficiency, and precision, this plane can hold its altitude for 38 hours and is equipped for mid-air refueling. However, its armor is concentrated on its belly, tail, and nose with the upper fuselage left more vulnerable. Long-Dive typically holds an altitude where the thinness of the atmosphere makes dogfighting all but impossible, even for the planes that can reach it without stalling.
Weapons Descriptions: -One Nose mounted Minigun -20 Unguided rockets divided between two launchers, one beneath the Minigun and one in the rear center fuselage. -4 Air-Ground missile launchers in the wings. -2 Ammo Pods on the upper fuselage loaded with replacement missiles for his launchers. -2 Air-Air missile launchers that fire half-sized twin-detonation homing missiles. Each missile is either EM or Heat Seeking, fired alternately. (If the target breaks off and achieves a relative position that approximately flanks the missile then it fires a ring dispersal shower of bomblets. If the target remains ahead of it then the missile will attempt to collide with the target, detonating a shaped charge with high armor piercing capability. If the missile suffers damage it will align with its target and detonate both systems simultaneously.)
Weaknesses: unarmored upper fuselage and very limited agility Past Encounter: (Optional, give a description of a note-worthy mission/battle/adventure that this Frame has been on)