The Temple of Night

The Temple of Night

The Temple of Night

The temple’s rules:

 

One: Arcane magic is consumed by fire, along with its caster. This is not instantaneous, so spells might still work before the fire is done.

 

Two: Divine magic only works if the god Fire allows it, and Fire grants no favours unpaid for.

 

Three: Psychic powers that have nothing to do with fire are unimpaired, but the fires in the Temple of Night burn on multiple planes of existence. Minds that touch them are consumed.

 

Four: Supplicants may enter the Outer Courtyard, but tourists are not welcome to come and gawk. Only those who have been tested or who are being tested may enter the Inner Courtyard (where testings occur). Only those who have been tested and trained may enter the Secret Courtyard.

 

Five: If you wish to be tested, you must submit to fire’s judgement and accept the test offered to you. Fire is fickle, roll 1d6 for what kind of test you must face:

 

1. A test of your charisma. You must successfully preach the merits of flame before the highest council of pyromancers and teach them a new way to appreciate fire. To complete this task, roll+CHA, unless you can find a different method of passing the test.

 

2. A test of your endurance. You must undergo the Seven Rigours of Fire, each of which tests your endurance. To complete this task, roll+CON, unless you can find a different method of passing the test.

 

3. A test of your grace. You must dance through the flaming hoops and over the bonfires while tracing intricate designs in the air with burning implements. To complete this task, roll+DEX, unless you can find a different method of passing the test.

 

4. A test of your knowledge. You must demonstrate the nine colours of fire and finally, extinguish the black flame without being consumed. This requires detailed alchemical skill. To complete this task, roll+INT, unless you can find a different method of passing the test.

 

5. A test of your strength. You must carry a giant brazier of burning coals across a carpet of sand while acolytes toss more burning coals down upon you. The more you shake and stumble, the more burning coals will kiss your exposed flesh. To complete this task, roll+STR, unless you can find a different method of passing the test.

 

6. A test of your wisdom. You are presented with three fires. You must identify their types and sources—by touch alone. To complete this task, roll+WIS, unless you can find a different method of passing the test.

 

Six: When you are tested, you must be tested alone. You may not bring more than you can carry. You may not reject the god Fire during the test.

 

Seven: When you are tested, roll and add the appropriate stat. On a 10+, you complete the task without permanent injury, but your achievement inspires envy and jealousy among your new peers. You are a pyromancer. When next you level up you may choose the consuming flame.

 

On a 7-9, you complete the task but are not unscathed. Mark the debility scarred, unless your charisma was tested, in which case mark another debility of your choice until you finish a quest given you by the Temple. You are a pyromancer. When next you level up you may choose the consuming flame.

 

On a miss, you have failed the test. If you fail the test of charisma, you may not test again and other pyromancers will consider you a foe. If you fail the test of knowledge, roll a d10 and count down the list of colours to see which flame you botched. A roll of 9 indicates the black flame, which consumes your soul. You do not even pass through Death’s black gate and can make no deals with Her. A roll of 10 indicates that you are unable to produce coloured flame and may leave unscathed, the laughing stock of pyromancers everywhere. Any other number, along with a fail in any other test, indicates that you leave with the debility scarred.

 

If you already have the debility scarred and must take it again, the fire ends your life instead. Take your last breath and proceed to Death’s black gate. If you passed the test, you may not bargain away this success in exchange for your life. Death has no dominion over Fire.

 

The Nine Colours of Fire:

Blue, Green, Orange, Purple, Red, Ulfire, White, Yellow, and the Black Pyre, the un-flame, a fire that emits no light and burns only souls.

 

The Seven Rigours of Fire:

Boiling, a test of enduring fire and water.

Extinguishing, a test of firefighting.

Freezing, a test of enduring the absence of fire.

Kindling, a test of firestarting.

Roasting, a test of enduring fire and earth.

Smoking, a test of enduring fire and air.

Touching, a test of enduring the touch of fire itself.

5 thoughts on “The Temple of Night”

  1. The “to complete this task, roll+THING unless you can find another way of doing it” is completely unneeded; take it out. The rest of the test description tells me more than enough.

  2. Alex Norris It’s not even there for rules, it’s all flavour. The other post is feasibility testing, this is just wanking. Plus, I have nothing to replace it with. If you want to roleplay identifying a burning Ulfire Phoenix by touch alone, discern realities isn’t going to cut it. So, y’know, whoever wants to actually use this will have to figure it out for themselves.

  3. Why replace it, is my point? This is perfect, flavourful and to the point:

    “A test of your knowledge. You must demonstrate the nine colours of fire and finally, extinguish the black flame without being consumed.”

    It gives me all the details I need to have, both as a GM and player!

  4. Wellll… if I can get you to take it out for me then where’s my incentive? Looks like a successful post to me!

    In all seriousness, though, yes, it’s a kludge that’s points towards mechanical resolution for those who might need it. And plus, none of the fiction would have been written if I hadn’t thought “tests? uh… roll a d6 for which stat? I guess?” in the first place.

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