Pilgrimage to the White Tower
Posted: Sat Feb 10, 2018 1:30 am
The doors of the White Tower itself is answered by an amiable cleric. He welcomes all those who wish to undertake a pilgrimage to this Holy Site of Baudh to seek both pennance and healing of ills by Baudh's holy might.
He explains it is customary that gold must be offered as a gift to Baudh. "10 pieces is customary to be pleasing in his eyes."
If you undertake this pilgimage, please mark that you pay at least 10gp, then follow each of the prompts below.
Once admitted to the tower, you enter the ground floor. This plain stone room has a door leading upwards to the floor above (currently locked) and a sloping ramp leading downward into the earth and stone below. Otherwise, the far-side of the room is filled by A white marble Statue of Lord Commander Bremen sitting in a large chair which is adorned with Bhaudic symbols.
You descend the ramp and are led into a passage on the right, and to a door with a lever. You are allowed to try and open the door as a Test of Strength. "Baudh blesses most those who are strong in his eyes," the priests explain. If you struggle, they look on you pityingly and open the door for you.
There is then a long hallway, which ends at an open door and a chamber beyond. On the left side is a low entryway through which you must crawl. "Prepare yourself here, for the chamber beyond is imbued with the voice of Baudh himself. This holy place is designed to force you to face your sins before Baudh. Do not flinch before his justice and beg for his mercy, then you shall reach the famed fountain of absolution," the priest explains again. He then stands aside and lets you proceed at your own pace.
As they approach the low tunnel, the priest reminds all pilgrims that this is where the Lord Commander used his own body to shield his companions as they were assailed by monsters and the undead. Our good Lord Commander barely survived the experience, only to later be betrayed by his brother-in-arms, Stancel, upon their return to Gaul. Stancel, the Marked One, wanting to steal the glory of recovering the Golden Sun of Baudh, which now hangs proudly in the Temple in Gaul. The cleric then hints at the source of Markd's scars, as revealed by the Voice in this very tunnel, While still in the south, Stancel killed the clerics at a trial of his younger brother.
The voice loudly proclaims your greatest sins. The ceiling is low and you need to crawl in on hands and knees over a rough floor with sharp stones. Write what it says and roleplay how your character responds. When you beg forgiveness, the gate opens to let you exit to the room beyond.
Once you reach the room of absolution, your hands and knees probably with some light abrasion, there is a fountain bubbling with sparkling clear water.
If you drink from the fountain, you are incapacitated for eight hours by wracking visions of everything you've ever done wrong in your life. However, when you wake you are completely healed.
This may include certain diseases and afflictions, which should be discussed with the GM. Whether you drink or not, you may depart through the door on the far side of the room. Roleplay your actions in this room in your post.
Once you exit the door into the hallway, you find an acolyte waiting patiently for you once more. They either lead you to the tower exit, or they lead you to the chapel to attend religious service. If you need a place to stay, those who attend the pilgrimage are allowed to rest in a large barracks across the hall from the chapel for the night.
Describe your final actions. If you wish to talk to the clerics, you may also roleplay that here, afterwards.
He explains it is customary that gold must be offered as a gift to Baudh. "10 pieces is customary to be pleasing in his eyes."
If you undertake this pilgimage, please mark that you pay at least 10gp, then follow each of the prompts below.
Once admitted to the tower, you enter the ground floor. This plain stone room has a door leading upwards to the floor above (currently locked) and a sloping ramp leading downward into the earth and stone below. Otherwise, the far-side of the room is filled by A white marble Statue of Lord Commander Bremen sitting in a large chair which is adorned with Bhaudic symbols.
You descend the ramp and are led into a passage on the right, and to a door with a lever. You are allowed to try and open the door as a Test of Strength. "Baudh blesses most those who are strong in his eyes," the priests explain. If you struggle, they look on you pityingly and open the door for you.
There is then a long hallway, which ends at an open door and a chamber beyond. On the left side is a low entryway through which you must crawl. "Prepare yourself here, for the chamber beyond is imbued with the voice of Baudh himself. This holy place is designed to force you to face your sins before Baudh. Do not flinch before his justice and beg for his mercy, then you shall reach the famed fountain of absolution," the priest explains again. He then stands aside and lets you proceed at your own pace.
As they approach the low tunnel, the priest reminds all pilgrims that this is where the Lord Commander used his own body to shield his companions as they were assailed by monsters and the undead. Our good Lord Commander barely survived the experience, only to later be betrayed by his brother-in-arms, Stancel, upon their return to Gaul. Stancel, the Marked One, wanting to steal the glory of recovering the Golden Sun of Baudh, which now hangs proudly in the Temple in Gaul. The cleric then hints at the source of Markd's scars, as revealed by the Voice in this very tunnel, While still in the south, Stancel killed the clerics at a trial of his younger brother.
The voice loudly proclaims your greatest sins. The ceiling is low and you need to crawl in on hands and knees over a rough floor with sharp stones. Write what it says and roleplay how your character responds. When you beg forgiveness, the gate opens to let you exit to the room beyond.
Once you reach the room of absolution, your hands and knees probably with some light abrasion, there is a fountain bubbling with sparkling clear water.
If you drink from the fountain, you are incapacitated for eight hours by wracking visions of everything you've ever done wrong in your life. However, when you wake you are completely healed.
This may include certain diseases and afflictions, which should be discussed with the GM. Whether you drink or not, you may depart through the door on the far side of the room. Roleplay your actions in this room in your post.
Once you exit the door into the hallway, you find an acolyte waiting patiently for you once more. They either lead you to the tower exit, or they lead you to the chapel to attend religious service. If you need a place to stay, those who attend the pilgrimage are allowed to rest in a large barracks across the hall from the chapel for the night.
Describe your final actions. If you wish to talk to the clerics, you may also roleplay that here, afterwards.