Monday, September 22, 2008

[Adventure Tropes] Rites of Passage part III (Coming of Age)

Either growing up sucks or its cool to be an adult because you can do stuff, it all depends on your point of view, Bring the magic and tragedy of this transition to your adventure with a coming of age story.

Coming of Age (Rite of Passage)
In Far-Rough, children choose a mentor (or a parent/guardian chooses one for them). These mentors generally teach the children a trade, skills, philosophy, religion, and/or simple morality. At some point in the relationship the mentor will declare that the child has "come of age" and is ready to become an adult. A Runethane, Runelord, Champion of Runes, Runechild, Runeblade, Shuryn, or someone with runic knowledge (usually a relative or the mentor themselves) will place the rune for “Coming of Age” upon the forehead of the adolescent using the mentor's blood. The mark is to remain until the end of a ritual celebration. Invitations for this celebration are sent out, during which the newly declared adult receives money and special gifts.

ADVENTURE HOOKS

Uninvited Guest: The PCs are invited to the coming of age celebration. Ur-glif the rune reaver disrupts the beginning of the celebration kidnapping the Runechild mentor, the PCs are asked to rescue the runechild.

Childhood’s End: The family of the child contacts the PCs, having found the dead mentor. The only clue is some note about the location of an immoratlity scroll, it seems the child plans to stay a child forever. The family begs the PCs to help their child.

New Beginning: The adolescent seeks out the player characters telling them a strange man once visited telling him “You belong to me once you come of age.” The adolescent asks for the PCs aid if the stranger comes calling, The stranger is a military recruiter come to enforce the daft upon the newly eligable (or an arranged marriage etc, have fun with it. )

Put Away Childish Things: A mentor is ready to allow the child to come of age but he discovers that the adolescent has an imaginary friend. Ashamed the adolescent runs away, the PCs are asked to help locate him, discovering the friend is not imaginary and has a dark plan for the adolescent.

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