The Final Rite – TTRPG Module

The Final Rite

The Final Rite is a fully developed RPG module which uses the Dungeons & Dragons 5e ruleset.

This module tackles various sensetive matters, and although there are themes of gender discrimination, bigotry, segregation and sexual assault, these topics are hidden beneath a layer of fantasy. Players are introduced to a world where they might not even notice these things at first, especially if they’re playing gender-conforming male characters.

However, if any players are playing as female characters, they’ll begin to notice the subtle ways in which they’re treated differently.

This module was written to leave an imprint in the players’ minds, and even lead to further thinking. I wanted to carefully blend these political topics in a game and genre that’s largely dominated by heterosexual white men – some who’ve become infamous in the tabletop community for hating any changes to the typical fantasy game. These topics are still subtle, and some players might not even notice them at all, they’re not intended to be overt or ham-fisted but rather passive and seen as normal in this fantasy world.

It was also written to be easily included in anyone’s ongoing world.

Story Background

The Shimmer Isles are a collection of islands in the Marshedian Archipelagoes. The Marshedians are the native people, beings made of the four elements. These people are fiercely devoted to their God, Anaters -The Sun.

Said to be the Creator and Groom of the World, the Anatersian faith commands the lives of all Marshedians. And every generation, a young girl is selected to be the Bride of Anaters, a chosen divine figure who is selected to bear the children of Anaters. Every three years, from the age that the Bride can bear children to the day she cannot, she is the centre of the Ceremony of Conception. A public ritual in which a man – chosen among his community – is sent to the Sundial Colloseum. There are four men, one of each element. Here, they inhale the Fumes of Anaters – a substance believed to allow Anaters to possess their bodies. There, they must fight among each other, killing their foes until only one man stands left to win the honour of impregnating the Bride and acting as surrogate father to the Bride and Anaters.

The child later born of this ritual is revered, seen as a demigod. They are taken from their mother and – depending on their gender and element – given a role among their community and society.

The Marshedians are partially based on the Genasi from D&D.

These children are called the Sons of the Father (regardless of gender). And each has a different role in their society:

  • Male Fire and Air Marshedians are destined to become Knights of Anaters. Fierce warriors and commanders of armies, each of which are given their own Dragons they are bonded to.
  • Male Earth Marshedians become the Alchemists of Anaters. Men who are taught to mould and alter the earth beneath their fingers. They are gifted a Gem Golem which obeys any and all commands. The Alchemists help create and expand the Anatersian civilization.
  • Male Water Marshedians are taught to lie before they can even walk. They are the Diplomats of Anaters. These men are the problem-solvers and should anyone oppose the Anatersian faith and rules, the Diplomats are sent to change their opinions. Whether through manipulation, negotiation or intimidation.
  • Female Air Marshedians are fated to become the Saints of Anaters. Girls who are taught how to heal, however their healing magic comes at a cost. Any wound they heal, they will instead absorb into themselves. From a young age, their eyes are removed so that they never need to see the horrors they’re healing. They are ‘guided’ by Anaters. As a baby, the Saints are even infused with feathery dragon wings, which are magically linked to their spines and bodies, growing alongside them – this gives them an ‘angelic’ appearence.
  • Female Fire Marshedians are the Arsonists of Anaters. From a young age, their bodies are magically bound to a Pheonix. They gain the powers of a Pheonix, in that they are able to regenerate – as long as their bonded Pheonix is alive. Pheonix blood is supposedly what causes them to become flame-dressed birds, and their thin skin causes it to ignite upon contact with oxygen. Pheonix blood is transfused into young Arsonists, granting them the ability to regenerate, however – because Pheonix blood ignites on contact with oxygen – they are in constant and daily agony given that their blood always has oxygen in it. Their bodies burn from the inside every moment of every day but they are constantly regenerating that damage. They can harness this power to unleash catastrophic fire-based powers and magic. However, in some cases, Arsonist burn themselves out too quickly to regenerate. But as long as their Pheonix is alive, they will slowly regenerate. The Arsonist’s role in this society comes from the belief that something better will grow from the ashes. So when the Diplomts fail to dissuade any nay-sayers, the Arsonists are sent to turn them and all their surrounding and kin to ash.
  • Female Water Marshedians grow up to become the Pardoners of Anaters. The nature of the Anatersian faith can sometimes result in violence and the killing of those who opposed the Sun God. As such, it’s possible a lot of soldiers might feel guilt or regret for taking these action. That’s where the Pardoners come in, they are able to magically remove any feeling of guilt or regret from a person – allowing them to continue their duties as a soldier. However, whenever a Pardoner removes someone’s guilt, it’ll manifest in her own mind. For example, if a soldier killed an innocent child and suffered guilt and regret from that action, the Pardoner would be able to remove any negative feelings towards that action – but in doing so, in her field of vision, always in the corner of her eye, she would see the deceased child. Some Pardoners have accumulated so much guilt and regret in their lives that no matter where they look, they see the ghosts of other people’s crimes.
  • Female Earth Marshedians become Altars of Anaters. Girls who are able to adapt and change to any situation, fitted for survival but able to gift this ability – at the cost of their own health – to their surroundings. Usually, they are paired with a Knight, and treated as a ‘Second Chance’, able to absorb and suffer any and all damages thrown at a Knight at the cost of their own health – and sometimes life.

Players – in this module – get to play as one of these Sons of the Father as they must save the Bride from a ‘kidnapping’.

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