Trip and Trap

The God(s)

Throughout history, there has been a spirit of laughter and camaraderie throughout battles. The twins are the embodiment of that spirit, both playing light hearted jokes on one another between bloody fights and the close-knit family which is developed after putting your life into another’s hands repeatedly in battle.

The legend of the god Trip and Trap say that at the beginning of life, Nature was lonely and decided to grow a companion so she planted a seed. When that seed sprouted, it made a beautiful bud: brightly colored and vibrant. When the bud began to bloom, infant twins burst forth from it fighting with each other for space. She was so overcome with joy that she wept and her tears fell to the children, emboldening their already significant power. The children grew with her through the ages, tending her gardens and learning of the land from its source. At a time where the twins would appear pubescent, their mischief got them into horrible trouble with mother nature and she told them in a fit of rage to leave her. They acquiesced and left to another plane of existence, leaving her alone. Once she calmed her temper and the lava of the world cooled, she began to cry; knowing that she ran away her only companions. She wept for so long that her tears pooled around the world and made the oceans, where before she had to water individual groves and copses of plants, the land would do it for her.

When the twins found themselves on another plane, it was at war with itself. They quickly found themselves in the to and fro of battles, and they loved it so much that they would go around and laugh freely while fighting against foes. When they had bested everyone that they went to battle against; the plane submitted to them, granting them it’s inner strength. After being given this power, no one had a chance against them in a fight. They began to go around their plane, finding ways to entertain themselves. They would spend years coming up with games and pranks and jokes to play on one another.




Trip and Trap; the tricksters, the twins, the winds of change, the turning tides: There are many names for the twin gods. These gods let their boredom through the ages shape a great part of their persona: they are pranksters through and through and with their chaotic nature they are not about playing tricks on anyone, even their followers! Trip and Trap usually appear as a set of pubescent twins, Trip a boy and Trap a girl; although what they wear changes, one thing always holds true; one of them is dressed in rags while the other is adorned in rich finery. They are always seen carrying a sling or dagger as well as some sort of gaming device such as cards or dice. They have been known to show up for a game of chance from time to time as long as the stakes are high enough.


The church of Trip and Trap is led by a pair; as is fitting. One paladin and one cleric are always at the head of the church together; though the people who are there change so often that there has never been an individual who has say at the head of the church for longer than a year. If ever there was a church to inspire individuality it would be the church of Trip and Trap: where you are encouraged to do whatever you feel like you should do most of the time.

Tricksters’ Trio

There are three beings who help stir up trouble and keep entertainment going throughout the plane ruled by Trip and Trap; each of these three are aspects of the philosophies of which Trip and Trap followers utilize in worship.

Krest: One day, when the twins became bored with their lot: they each took a piece of themselves and stitched it into a doll that they shared when they were young. This doll came to life and grew to a massive size, and showed such confidence in its prowess that it begged to be challenged by the gods. The twins made a fighting pit and put the doll up against the greatest things known among the cosmos: each time it coming out of the fray on top. Krest’s prowess in battle has yet to be tested to its limits as the twins do not set him free too often-they feel obligated to clean up the rubble and mess of the worlds that he devastates while fighting.

Lady Luck: The imbalance of the world, the unknown element which resides everywhere. The twins created her eons ago as a massive joke towards Throat the Mad. They introduced luck to the world so that there was never an absolute in any equation that the mad god could ever calculate in true existence. In her physical form (which she hates) she resembles the queen card from a deck; she is the one being in existence known to have never been a target of one the trickster’s practical jokes- maybe she is just lucky?

Earth: As a sign of respect to the being which governs nature, the twins grew themselves a tribute; sinking their emotions of admiration and attachment to her into it. It is believed that this being is so close to “Mother Nature” that he was gifted his name directly from her. He is a bridge between religion and nature itself as he is the divine representation of trees and grass and skies. Whenever he is seen, it is usually as a very thin vine-like walking plant. He is tall enough to reach the tops of trees but does not look as though his limbs would even support his weight. He is generally slow moving and gentle, trying to not disrupt the land around himself, but when he is angered, the clouds themselves come down to join him in his rage.


The Terrific Tome of Tricks

The holy book of Trip and Trap is widely believed to be an enormous book of pranks. The church itself will hand this book out to followers of the twins and the initial time that it is opened, it will do one of two things: blast you with either a tie-dyed liquid stain, or tar-and-feather your face. When reading through the many jokes and pranks within it’s pages, if you skip every other word starting on the second; then you will be regaled with stories of great battles and how to follow the twins in the footsteps of that aspect. If you skip every other word starting at the fifth, then you will read a book of nature, learning many great secrets of farming and living in the wilds.


The Church and it’s followers

The church of Trip and Trap is led by a pair; as is fitting. One paladin and one cleric are always at the head of the church together; though the people who are there change so often that there has never been an individual who has say at the head of the church for longer than a year. If ever there was a church to inspire individuality it would be the church of Trip and Trap: where you are encouraged to do whatever you feel like you should do most of the time. We do not care how you follow the twins, but there are the tenets of the church which are not rules so much as incentives.

May not refuse an invitation to gamble. Why would you turn away a chance to test your ties with lady luck? Anyways, there may be some fun to come out of the game if you were to pray to the god of games to help you ‘Rig’ the outcome.

May not harm twins. Disrespect! That’s what it would be if you were to harm the very image of the bond which our god holds to itself! Twins are a rare gift given us by the whims of our amazing god which was the first set of said beings.

May not fight fair. It is just way too bland and boring to fight in a fight where the sides can bee seen to be equal: be sure to always hold the tipper at hand! It may even be fun to make sure that it is not fair to you, so that you may fight back with the determination of Krest itself!

Must respect the laws of nature. For what reason would you not follow the rules of the house in which the twins grew? We are privileged enough to have the opportunity to live in the very place our god was created and we shall follow the laws which she placed forward. Just remember though, it is only her laws that we need follow, don’t let other rules hold you back!

Must have a practical joke always in the works. Small, large, enormous! It doesn’t matter the scope of the joke as long as it is for the glory of the trickster’s laughs! It’s rumoured that if you are able to get the twins to laugh that they will invite you to their home for a show and to join them in a month of revelry!


Holy days: 

The first day of April is hailed as the “fibbers” day; or fool’s day. It is a day that is held by the followers of Trip and Trap as an unrestrained day of pranks and shenanigans. It is believed widely that on this day, the twins themselves will come forth and play jokes on those most dedicated followers. (even better if you can throw a prank in the middle of a Throatians own holiday celebration!)

In the second week of August, when the sun is hottest comes the Crestfall Games. This is a three day celebration of mock battles and drunken brawls! Be sure to come out and fight as well as you can for the glory of the crowd’s, Krest’s, and the Twins’ amusement!

The twenty second (twins’ day) of April is celebrated as Earth’s day! Followers of Trip and Trap will celebrate the day by feasting and spending a day amongst nature. Many of the followers choose to go without clothing or other materials so that they may live in these days like the twins would have in the early days of existence.

In the cold months, usually early December, the followers of Trip and Trap spontaneously invade the countries casinos! This is known as the unlucky day- as the casinos usually come out much less wealthy than the day before as the followers of the twins hardly ever gamble without the blessing of Lady luck and the God Trip and Trap themselves.



Philosophies

Battle – Adds 1 point of damage per rank to combat spells. May bolster shield/armor spells, +2 hp per rank to shield or shell spells and +1/1 per rank to armor or +B/L spells.

Luck – Utility. Excludes one friendly target per rank from taking friendly fire from a damaging spell.  When applied to a spell, If the caster casts a beneficial spell upon the target, they may also apply that spell to themselves, if the rank of spell equals their rank of this philosophy, up to rank 3. This effect may not be applied to potions/enchants unless the creator is the one using it. 

Nature – Adds 1 point to healing spells.