God No More
God No More
And on the eighth day, he grew bored, and wished he didn’t have to do it anymore...
Prologue:
The first part of this story is one of unparalleled success. Jarill Morpho was a human warlord from one
of the countless primes, and as such was nobody important. However, he had ambition enough to
elevate himself beyond his fellow men, and was instrumental in joining the barbarian tribes of his world
into a great kingdom. A kingdom he ruled, as beloved and undisputed tyrant (in the original meaning
of the word, a government of one). But his ambitions were not sated.
Now, Morpho wasn’t an evil man, he merely sought to become what he could. His successes always
brought prosperity to his people, although that wasn’t exactly what he was seeking. He was restless,
always on the lookout for a purpose in life. Where other men would have made do, Morpho sought for
greater things. And as it turned out, he had not only his share of ambition, but also uncanny luck.
By a twist of fate, he discovered the ruins of an ancient civilization, whose secrets made the wise men
of his kingdom into great wizards. He himself was one of the first to master the arts. Under his control,
magic brought the barbaric kingdom into a golden age...and gave Morpho another option for self-
expansion: Godhood.
People worshipped him...not at all strange, considering what he had done, and he didn’t really tell
them not to. Quite the opposite, actually.
Eventually, he became a demigod. He cast off his mortal coil, and rose to new heights of power as a
deity of conquest, ambition and luck. He became privy to the secrets of the multiverse, he learned of
the planes and of the afterlife, how to find and manipulate the forces that control reality. A thousand
years later, he was bored out of his immortal mind.
Gods don’t bore easily. A god’s mind is beyond understanding. Mortals cannot hope to understand
such a thing any more than a worm can hope to understand humans. But before he was a god, he was
mortal, and a central part of his very self was to strive for greatness. To find a purpose, and follow it
until it was fulfilled. But godhood brought mostly responsibilities, and even though he now knew the
secrets of existence, he didn’t really find the meaning of them. What can a god hope to become?
-A ‘holy’ quest-
Morpho sends his followers a last vision. It’s a sort of ‘Dear John’ vision, stating that they’ve been great
followers, but 'hey…every good thing must come to an end'. He wishes them all well, and hopes that:
“whoever takes over this god status thingy will treat you well…”
Obviously, his followers aren’t all too happy about this. About half of them are convinced that
something has gone terribly wrong. The other half think their god is testing them. After long and
arduous discussions, they decide to send an emissary to find out just what that last vision meant. Their
oldest and wisest member, a saint of a man called Matik, is chosen for the job. A plane-shift and a portal
later, their champion arrives in Sigil.
“So,
what else is there to do?”
-Morpho, a god-
Soon enough, he figures out that this mission is beyond him. The Outer planes are overwhelming (don’t
we all know that feeling?) and filled with dangers which clueless bashers don’t know how to avoid. He
decides to hire local help. This is where the PCs come in.
-“Without you, we are doomed.”-
After asking around a bit, Matik comes up with the PCs names, either as inexpensive locals who are
known to be resourceful (for low level PCs), or well-known planewalkers who’ve already made a name
for themselves (medium to high level). He approaches them tentatively, begging them for help. He tells
them of his quest, to find the meaning of the cryptic vision, and also the story of his god’s ascent (if
they wish to hear it). Soon enough, it becomes clear that Matik is not as afraid of his god’s ‘retirement’
as he is of the unknown. After all, what happens to a god’s power when he simply leaves it behind?
Can anyone claim it for herself? (This might get the attention of power-hungry players.)
He admits that he cannot pay them much, but if the mission is successful, his superiors on the prime
can award their heroics in a proper way (actual award up to the DM, although Matik’s story should be
interesting enough to draw true planewalkers into the adventure, if they care about beliefs at all).
He has little information on the whereabouts of his god’s realm, but can recite stories and myths on
how the afterlife is supposed to be. The descriptions should sound familiar to the PCs…’an infinitely
tall mountain, reaching straight into the sky’…’the in-between the extremes, where everyone is equally
accepted’…’the place beyond human concerns, where good and evil do not matter anymore, and
neither do law or chaos’. All clues point to the Outlands, probably on the good/lawful ‘side’ of the Spire.
Also, he tells them how to reach his prime, and the name of his superiors, in case something happens
to him. If something does happen to him, he begs them to try anyway to find out what happened, and
bring that information to his home world.
-A god’s ambition-
Shortly after they arrive in the Outlands, the old man’s heart fails, and he dies. Raising him won’t work,
as he has lived his natural life-span. He simply dies of old age, at an unfortunate time for the PCs. But
the motivation remains: The god who wants to quit is still out there, and somewhere out there the prime
sods (with the award promised) are waiting to know why.
However, the primes aren’t the only ones who are curious…
Two groups in particular are interested in Morpho's descent from godhood: The Bleak Cabal and the
war-like and covetous Rakshasa, although in very different ways. The Bleakers didn’t take notice as a
faction, but a few individuals got together and decided to have a little wigwag with the bored god.
Perhaps to see if they can convince him that there’s no need for external meaning. Failing that, they
want to talk him into suicide. Mad, they are.
The Rakshasa have sent an emissary to offer Morpho to ‘oversee’ his godly might until such a time that
a suitable candidate for godhood appears. Of course, that would mean stopping any others that offer
the god different options for his powers.
Quite unfortunately for everyone involved, they all arrive at the same time: the Rakshasa emissary and
his slaves, the Bleaker factotums, and the PCs.
-savage diplomacy-
The ensuing challenge is almost purely role-playing in nature. The goal of the PCs is to ensure that
Morpho’s followers retain some sort of divine aid, either from Morpho or his successor. This could be
done by convincing Morpho to hold on to his divinity, perhaps out of a sense of duty, perhaps by
showing him that life’s greatest goals are not the ones of conquest and power. They could enlist the aid
of the Bleakers if they decide to go that way. Or they could convince him to hold onto his powers long
enough to choose a proper successor by himself.
If the Rakshasa notice that Morpho is being swayed away from giving them the power, they will cheat.
The emissary will dispatch its servants to assassinate the PCs and/or the Bleakers as soon as things
seem to be slipping out of its grasp. Most probably, the PCs will have to defend themselves and slay
the Rakshasa.
If they decide to find a successor for Morpho to choose by themselves, they should really be careful.
Not all are fit to be gods (it could be argued that Morpho himself wasn’t), and the one chosen better fit
Morpho’s portfolio. If they decide to go the way of the Rakshasa and get the power of the demigod for
themselves things will go badly for them (and for the Rakshasa, if it manages to get it).
As soon as someone new is granted Morpho’s godhood, she will be summoned to a conclave of gods
from the Outlands. They then proceed to judge the individual’s worth, and if they find that she has
taken the demigod’s power out of greed, they remove the newly granted divine status and punish the
individual by throwing her into Carceri, for an eternity of regret. Don’t mess with powers.