Baskillian Rites of Adulthood Tradition / Ritual in Aruna | World Anvil
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Baskillian Rites of Adulthood

Rite of Might

The first challenge that an aspiring Baskill must take to become an adult is the Rite of Might. This challenge includes three different size stones and a mountain. The aspirant must carry, drag, or in any way get the stone up the mountain and into their containers within twenty-five hours.

Rite of Speed

The second challenge that an aspiring Baskill must complete in order to become an adult is the Rite of Speed. This challenge includes multiple traps and a mountain. The aspirant must run down the other side of the mountain that the Rite of Might took place in one hour. The mountainside is covered with traps and pitfalls that the aspirant must dodge in any way they choose.

Rite of Life

The third challenge that an aspiring Baskill must take in order to become an adult is the Rite of Life. This challenge is the deadliest and includes five lions and these five poisons: giant spider venom, wyvern poison, chimera venom, venom troll venom, sand wyrm poison. The Aspirant must take these poisons at four o'clock every morning. If they can beat a lion on each of those days, they succeed. The aspirant may have up to a week rest before the next rite.

Rite of Knowledge

The fourth challenge that an aspiring Baskill must complete to become an adult is the Rite of Knowledge. The Rite of Knowledge includes five different plants and five different animal parts. The aspirant has one minute to identify each plant or animal. The aspirant must get seven total correct, and at least three of each.

Rite of Will

The fifth challenge that an aspiring Baskill must take to become an adult is the Rite of Will. This challenge includes a Baskillian mage. The mage uses magical and nonmagical means to break the will of the aspirant. If the aspirant can last fifteen minutes of each, they succeed.

Rite of Influence

The last challenge that an aspiring Baskill must succeed to become an adult is the Rite of Influence. In this rite, the aspirant must convince the three oldest couples why they should allow the aspirant to become an adult.

Reward

The reward of a person who completed all six of the rites is they become a Baskillian adult. Baskillian adults are allowed to marry, become military leaders, and become chieftain. A person who completed at least three rites is that they may retake the challenges. A person may only retake the challenges twice.

Mechanics

Rite of Might - three athletic checks DCs 13, 14, 15
Rite of Speed - a DC 15 acrobatics check and a DC 15 Dex save
Rite of Life - five Con saves DCs 11, 12, 13, 14, 15. Can add strength modifier to two of these
Rite of Knowledge - two nature checks DC 15
Rite of Will - two Wis saves DC 15
Rite of Influence - three intimidation, persuasion, or deception checks DC 14

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