Good evil & corruption

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Good evil & corruption

Post by Lurker »

Ive been kicking around a few ideas for my home brew world -well really 2 worlds, but the second is a LA based world-

It comes down to good & evil being overshadowed by corruption. Im looking at certain gods, though being good or evil and warring at times, when needed working to gather to fight an even greater evil aka corrupting evil. I guess it would be like Aries warring with Athena but both coming together to fight the Persians. I know Persians arent inherently evil, Im just using them as a reference

Of course all things with the gods are reflected in the lives of men. A paladin would do all he possibly can to defeat a master thief, but when a priest of the corruption of plague moves into the area both will work together to defeat him.

The strength of the corruption is the ability to corrupt others Aka Plague moves into the area and the paladin is told to save some of the people he needs to murder a certain person ad put the body at place x. Unlikely for the paladin but not so much with the thief. Then make the person sacrificed an evil witch and the paladin just might be more willing. Then after taking the first step the next is easier.

I just cant figure out a good way to rule or track this. I dont want it to be to complex but I also dont want the chance for an unlucky failed roll to kill a character no one totally corrupt can be played-

And ideas or places to look?

Thanks for the help
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mount sky
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Post by mount sky »

You may wish to look into Tekumel, the world created by MAR Barker. The Goddess of the Pale Bone is considered to be anathema to everything, completely nihilistic. For that matter HP Lovecraft's Great Old Ones fit this bill as well.

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JediOre
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Post by JediOre »

I hope I didn't miss the point of your question. If I didn't just ignore this post. It seems this corruption you mention might be looked at as an outside and unknown evil. Ares and Athena were known gods to the Greeks. The Persian gods were an unknown. Besides many ancient cultures believed if they were conquered, their gods were conquered by the foreign gods as well. Not a happy thought to the culture.

For me I'd not use any hard rules. I'd allow the player to make choices and if those choices brought him closer to this corruption I as the DM would give him subtle hints to this affect.

The paladin would get all sorts of warning bells, bad dreams, ill omens, etc. that the player could decide if he needed to heed them. Of course the paladin would lose his paladin-hood before becoming completely corrupted which would alert even the most bone-headed player.

As to the thief, perhaps just a feeling of ill. The ol' "I need to shower to wash the ugly off" kind of feeling. His would be much more tricky.

That's how I'd approach this.
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Beyondthebreach
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Post by Beyondthebreach »

This sounds pretty much like the overriding theme of Warhammer. I don't know if you are familiar with the Warhammer settings, but the lives of Men and demihumans are slowly falling to the forces of Chaos (corruption). Chaos insidiously infiltrates society and it outwardly wages war on it with mighty forces.

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Post by Lurker »

Quote:
For me I'd not use any hard rules. I'd allow the player to make choices and if those choices brought him closer to this corruption I as the DM would give him subtle hints to this affect.

I tend to agree with that but it seams that most of my house rules are becoming "At the DM's discretion" type things. No big deal it just doesn't write up well.
Quote:
It seems this corruption you mention might be looked at as an outside and unknown evil. Ares and Athena were known gods to the Greeks. The Persian gods were an unknown. Besides many ancient cultures believed if they were conquered, their gods were conquered by the foreign gods as well. Not a happy thought to the culture.

I agree on that historically but I'm aiming more for a Tolkienesk or Viking feel. Not just evil but evil and wanting to see everything subjugated or destroyed.
Quote:
I don't know if you are familiar with the Warhammer settings, but the lives of Men and demihumans are slowly falling to the forces of Chaos (corruption). Chaos insidiously infiltrates society and it outwardly wages war on it with mighty forces.

I've never played it or read much on the setting, but that sounds fairly close.
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Forgive all spelling errors.

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serleran
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Post by serleran »

Here's something I was working on...

Mortals cannot be virtuous. They sin. They are corrupt, and they corrupt. It is their nature.

Law. Mores. Ethics. None of these are necessary elements of sin. A sin is a crime the most heinous crime against the Gods. Each is a mark of shame, and of damnation. Each forces the committer to step closer to the eternal confines of Hell, corrupted beyond repair.

Sins are the playthings of Demons, the temptations and torments of Evil.

To submit is to suffer. All tread this path.
The Hierarchy of Sins

Betrayal, deception, theft, arson, murder are all sins. But it is not enough to say a sin is simply something so obvious, for even a soft whisper of anger, a thought of violence, or even a lie, told to protect another, is a sin.

Tier / Sin / Type

[quote]Code:


Accidental Wrongdoing: These are unintentional sins, and include such things as speaking a curse in anger and failure to abide by a religious stricture due to prevailing circumstances. Sins of nature, such as unconscious carnal thoughts, are also considered Accidental Wrongdoings.

Purposeful Wrongdoing: These are non-physically harmful sins committed with conscious choice, and include such things as lying to consensual adultery. Instigating the performance of a Purposeful Wrongdoing also falls into this category.

Purposeful Infliction of Injury: These are harmful sins committed with conscious choice, and include such things as assault, lesser torture, and mental abuse. A sin of this type that catalyst other sins is a venal sin.

Theft: This is the sin of removing possession of something from its rightful owner. Theft includes kidnapping, robbery, and all forms of larceny.

Unpremeditated Murder: This is the accidental taking of a soulful sentient life, and includes manslaughter and crimes of passion. Deaths caused by rages, magical domination, insanity-based effects, and self-defense are considered Unpremeditated Murders.

Destruction and Betrayal: These sins are acts of property or livelihood destruction, and include such things as arson and character assassination. Treachery and treason are also considered sins of this type. A sin of this type that directly causes mass destruction, such as espionage, is a venal sin.

Desecration of the Dead: These sins involve the mutilation and alteration of the deceased, and include such things as reanimation and grave disturbance. Cannibalism and necrophilia are considered sins of this type.

Sadism and Perversion: These sins are acts of brutality and psychopathy, including rape, incest, torture, and addiction. Many sins fall into this category if they are excessive or antisocial.

Premeditated Murder: This is the conscious taking of a soulful, sentient life.

Blasphemy: This is the committal of an act directly opposing a God, and includes such things as tenet breaking, altar desecration, and irreverence. Destroying or removing a holy relic is considered Blasphemy.
Sin Types

Venial Sins A sin of this type is a relatively minor crime against a faith, a person, or a community. These sins typically can be exorcised through the repayment of good deeds, and can be removed with the atonement spell. Some faiths demand additional services or payment for the treatments of the Damned, but these are left for individual Castle Keepers to determine. Excessive or continuous performance of a venial sin often transforms the sin into a venal sin.

Venal Sins A sin of this type is a major offense against a faith, person, or society. These sins typically cannot be repented, and mar the soul permanently. Some faiths allow these sins to be atoned, but in such cases, always demand additional service; the Castle Keeper will decide on a case-by-case basis.

Religions will not always share the same definition, and will often clash. What may be a venal sin to a Cleric of one faith may be of no importance to a Cleric of a different faith. It is for this reason that Clerics do not often perform rituals for, or with, followers of opposing religious conviction, and why, even for members of their own faith, something must be asked in returnit would be a sin to not. Castle Keepers are encouraged to develop hierarchies for each faith in the campaign, so that a religion can be defined and provide for a greater depth of roleplay.

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Post by Lurker »

I guess my last post didn't make it in.... my computer crashed when I hit submit. so I've had a little more time to think & modify my first response

Serial

Yet again great stuff & VERY well thought out!

If I use it (As I cut & paste ) I'd put a corrupted value to each type of sin. You can decrease points by doing acts of atonement (after thinking more I'd also have fulfilling oaths of honor etc also)

Every so often -I'd say every 5 points of corruption, or every time a player changes a level- you must make a save with the corruption points as the modifier. -either against wisdom or charisma I'm not sure which- One fails isn't instant death but adds further negatives and causes harder appointments to be put against the player. After a few failures (3-4) the player is lost to the forces of good & becomes an evil NPC.
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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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