“A man sins out of entitlement or out of desperation. He feels that life owes him more, and turns to foreign deities and occult practises to increase his lot. Or he is desperately trying to survive, and turns to foreign deities because they will provide for him and his children where the faith will not. As long as men turn from the true path out of honest need, it is we, the well fed and well clothed, who are at fault. Our response must be care and education first, and the whip and pyre only when nothing else will save a soul.”
Merobaud Roulant, Inquisitor
Few organisations spark wariness in player characters the way the name of the Inquisition does. Fantasy setting or history, a faith or church bureaucracy’s official investigators and enforcers are typically viewed with caution, distaste, or outright fear by the heroes portrayed by the players. The arrival on-scene of the church’s official Inquisitors is bound to shake up the story. Whether the heroes are allies of the religious organisation in question, or its starch opponents, they must respond. More so if the Inquisitor in question turns out to maybe not be quite a bad guy after all.
Non-player character with stats, personality, and plot bunnies, all wrapped up for insertion in your historical and/or fantasy campaign.
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What are luminaries?
Luminaries are non-player characters who can be inserted into an existing campaign or storyline. Luminaries are not necessarily influential or powerful; they are people who, for some reason or other, can set off a story. While luminaries can reference literature or movies they need to be able to exist out of context. They must be easily adaptable to an existing game setting of somebody else’s design. Luminaries usually require integration with an on-going storyline or setting.