Showing posts with label Fantastic Religion. Show all posts
Showing posts with label Fantastic Religion. Show all posts

Tuesday, July 23, 2019

Heimiran Heresies: the Order of the Blessed Poor

In the year X.488 the heir to the Dragonfall, a man named Bede, stripped his fine silken tunic off and sold it in the marketplace. His brother, Penda Longsword, was horrified and his father disowned him. Bede claimed he'd had a vision from Heimir himself, and left Rickton to found a monastery in the wild. For three years he was fed only by the grace of the birds and the badgers, and he preached a radical, new, heretical branch of Heimiran doctrine. Thus began the Order of the Blessed Poor.

Bede the Beneficent was roundly condemned by the nobles of Agstowe. Even his own brother, Penda, when he became Erl, ordered him arrested. But the common folk spirited him out of Agstowe after the "Night of Embers" when he led them to burn the grand Metropolitan Temple in Longlaird. He was given shelter in the abbey of Heimirsted in Cymballar before the Convocation of the Abbots Major condemned his sect.

It was too late. Bede was put to death by the Hierians for grave crimes against the Faiths, but the Blessed Poor had taken hold.

Heimirsted was the center of this contagion, producing many mendicant monks who spoke against the unequal ways of the world. By fire and sword, they sought to introduce universal equality, universal justice, and universal poverty. There are still Bands of Peace out there, fighting for Heimir, allied from time to time with Eleians and Hashtemites. Local abbots of Heimir may be more or less tolerant of the Blessed Poor, depending on their own temperaments.

Other kits in this order: Poor Poets, Champions

REQUIREMENTS: Wisdom 12, Charisma 10
PRIME REQ: Wisdom
ALIGNMENT: CG
WEAPONS: Staff, club, sling, knife, spear, hand axe, arming sword, short bow
MAJOR SPHERES: All, Chaos, Creation, Healing, Travelers, Combat, Charm, War
MINOR SPHERES: Animal, Guardian, Plant, Protection, Wards
REQ. PROFS: Religion
BONUS PROFS: Brewing, Herbalism
VOW OF POVERTY: The priests of the blessed poor are forbidden from owning productive property, however they may purchase property in order to communalize it. The priest must dispose of all liquid wealth every 6 months for the good of the poor, keeping no more than 10gp for food. A Priest of the Blessed Poor is permitted a small number of magical items as per a Paladin. The priest may not own any armor heavier than hide. The priest may otherwise own personal arms, armor, and equipment. Priests of the Blessed Poor may select any proficiency at normal cost, as though they belonged to the appropriate class. In addition, Priests of the Blessed Poor gain thief skills as though they were bards, following the bardic progression table. They also have the ability to persuade crowds of common folk as though they were bards.

At 1st level, a Priest of the Blessed Poor may purify food or drink one time per day in addition to any other spells prayed for. Food purified this way will taste hearty and be quite filling, while drinks become a thick mead or stout ale. In this way, a small amount of trail rations or food can be made to last twice as long as normally would if this spell is cast every day upon it.

At 3rd level, the Priest gains supernatural protection. Heimir will grant Priests of the Blessed Poor barkskin 1/week in addition to any other spells prayed for.

At 5th level, a Priest of the Blessed Poor may brew semi-magical brews as per a Mystic of equivalent level (refer to Faiths and Avatars).

At 7th level, Priests of the blessed Poor may exude courage, happiness, friendship, hate, or hope (as per the 4th level wizard spell Emotion) while speaking. These continue to remain in effect as long as the Brother does nothing other than speak.

At 10th level, a Priest of the Blessed Poor may affect anyone who has eaten a piece of food or drink of liquor given to them by that brother with a suggestion spell. The target must have eaten or drunk something granted to him by the Brother within the last round for him to be a susceptible target.

At 15th level, Priests of the Blessed Poor become immune to any ingested poison. Likewise, they can subsist on mere crumbs of bread and sips of dew, though such a life is not very pleasant. Finally, a Brother of this level may create a sanctuary by spending one hour defining its borders. Within a sanctuary, all rolls to recover HP naturally are made at maximum (ie, 4hp/night) and all proficiency checks receive a +1 bonus. All saves also receive a +2 bonus while the characters remain in the sanctuary. A sanctuary may not cover more ground than 10 sq feet/level, and a Brother may only define one sanctuary at a time. Upon defining a new sanctuary, the old one is lost.

Wednesday, April 17, 2019

Silent City: The Thousand Saints

Lesser God, LN
Pantheon: City Gods
Portfolio: labor, sacrifice, sorrow, memory
Allies: ???
Foes: ???
Symbol: A golden hand with two fingers raised in beatific salute
Worshiper Alignment: Any

Worship of the Thousand Saints was common throughout the city, both among those devoted to other gods, and those who chose the Saints because they felt close to them. The Saints are not a unitary god, but rather an amalgam of ever-increasing size. Those specially devoted to the Saints might choose a Saint from a local district, or someone they knew, or admired in particular, or shared traits with.

The Thousand Saints do not have individual cults or temples, but were administered by a single order of city-appointed priests. More about the Cult of Saints below. Admission to the ranks of the Thousand Saints was made by popular acclaim, brought before the City Assembly, and ratified by the Council of Mages.

In this way, the Thousand Saints serve as a sort of general amalgamated faith into which anyone can be inducted, if their sacrifice for the City was well-known and their person beloved enough to be shepherded through the long process of canonization.

The Cult of Saints
Clergy: Specialty priests, fighters
Clergy’s Alignment: Any lawful
Turn Undead: No 
Command Undead: Yes

The Cult of Saints no longer exists in any meaningful sense. It was run by appointed priests who received their positions as a sort of method of income. Lower order priests generally tended the City shrines, and the Surface shrines were tended by the Necromanter's pilgrims.

Dogma: Serve. Obey. Thrive.

Day-to-Day Activities: Provide healing, care, and tending for the sick and encouragement for the downhearted. Provide meals for the very poor, feasts for the common districts, and supplement guard patrols in the City.

Holy Days/Important Ceremonies: The Feasts of each Saint were once remembered throughout the City and celebrated by the temple. They have long been forgotten.

Priestly Vestments: Iron and gold are the chosen metals of the Cult, and they were often supplemented by Necromanter's Guild magic.

Adventuring Garb: Priests of the Cult rarely adventured.

SPECIALTY PRIEST NOT UNLOCKED

REQUIREMENTS: ???
PRIME REQ: ???
ALIGNMENT: ???
WEAPONS: ???
MAJOR SPHERES: ???
MINOR SPHERES: ???
MAGICAL ITEMS: ???
REQ. PROFS: ???
BONUS PROFS: ???

Tuesday, March 19, 2019

Silent City: Arabelle

(the Lady of Dreams, the Lady of Silence, the Silent, the Dreamer)

Lesser God, CN(G)
Portfolio: dreams, health, silence
Allies: ???
Foes: ???
Symbol: A bell
Worshiper Alignment: Any

The Lady of Dreams is a mysterious surfacer goddess. Her worship is found primarily in the Dunwater Valley and its surrounding environs. Her temples are primal places of roughly worked stone. She appears only in fogs and mists, accompanied by the sounds of her bells, or the rolling silences that the Bell of Quietude brings.

Small bell-eikons are made and buried in fields or the doorways of houses devoted to her worship. She is a strange and mysterious benefactress, whose power holds sway mostly above the earth, and in the midnight hours.

The Bell Shrine
Clergy: Specialty priests
Clergy’s Alignment: Any neutral
Turn Undead: Yes
Command Undead: Yes

The nearest gathering of the servants of the Lady of Dreams is at the Bell Shrine, south of Dunhill, but there is a rumor of a larger and much more elaborate system of natural caves inhabited by her priests, where the center of her worship can be found, somewhere in the Brass Mountains, known as the Cathedral of Silence.

Dogma: Truth is revealed in silence, and in silence dreams may come.

Day-to-Day Activities: Bell-priests spend their days praying for the intercession of the Lady, and tending the fields that feed their shrines.

Holy Days/Important Ceremonies: Night is holy to Arabelle. She has no holy days.

Priestly Vestments: Solemn and somber colors are preferred. Simple cord belts, sandals, and long robes of white or black.

Adventuring Garb: The rough surface-make armor of surfacer cities is often worn by Bell-Priests, and they prefer to use staves, clubs, and maces, all worked with the sign of the Bell.

Bell-Priest

REQUIREMENTS: Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: Any neutral
WEAPONS: Staff, mace, flail, war hammer, three-part-rod
MAJOR SPHERES: All, Astral, Chaos, Charm, Creation, Divination, Elemental (air), Healing
MINOR SPHERES: Elemental (fire), Guardian, Protection, Thought, Time, Weather
MAGICAL ITEMS: Normal priestly magical items and all sound-based magical items.
REQ. PROFS: Religion (surface)
BONUS PROFS: Religion (Arabelle)

At 1st level, the Bell-Priest is immune to charms and sleep spells.

At 3rd level, the Bell-Priest may play a musical countersong as per the bardic ability by ringing his bells and chimes.

At 5th level, the Bell-Priest may cast Silence 3 times per day by ringing his bell and gesturing the area to be silenced.

At 7th level, the Bell-Priest is immune to mind-altering magic.

At 10th level, the Bell-Priest may cast shatter at will by ringing his bell.

At 15th level, the Bell-Priest may substitute the ringing of his bell for all spell components, reducing the speed of all spells to 1 and requiring nothing but somatic components and the bell.

Saturday, February 2, 2019

Mayahanist (Priest)

Introduction
Started playing Planescape again recently, and this class was written and designed by one of the players. I'll not give names here for reasons of keeping worlds separate, but here you have it!

The Class
MMahayanists seek the liberation of all beings from samsara, and by hook or by crook there’s almost no wrong way to achieve this end. While Mahayanists do have a code of precepts, most of these are quite flexible in practice. Mahayanists are enjoined to do no harm to sentient beings, and as a result are not allowed to wear armor or wield weapons for the purposes of combat. If a Mahayanist engages in physical combat, they are not necessarily expelled from the order, but they must undergo a period of meditation and reflection before they regain their spellcasting abilities; and if a Mahayanist attempts learns how to use a weapon proficiently, they forever lose those spellcasting abilities. Sometimes Mahayanists think of such monks and nuns as “failed,” while others merely think that they have embraced a different form of skillful means to awaken other beings to the reality of Samsara. There are also Mahayanist “Paladins,” and some monks and nuns have been known to make the switch from one to the other as a result of some sudden awakening or command from a Buddha.

Mahayana monks/nuns are further restricted in that they may only acquire goods or money that are freely given to them. Ostensibly, this means that a monk or nun will starve if food is not offered to them, though they are allowed to gather plantlife and drink from streams. As members of an adventuring party they may not ask for specific treasure, and the most they can do is to remind those around them of their basic needs by offering an alms bowl. Even if the party should happen upon magical items especially suited for a priest, the monk/nun is not allowed to ask for such, and must accept what is given to them, even if it seemingly has no use. For this reason, monks/nuns begin play with a set of robes, prayer beads, and an almsbowl, and nothing else. They do not roll for starting gold or equipment.

Mahayana monks/nuns cannot be evil, lawful, or chaotic. Law represents form, chaos represents emptiness, and monks/nuns walk a middle path between these extremes.

As a Mahayana monk/nun, however, followers of the great Buddhas gain full access to the following Priestly Spheres:
Animal, Astral, Chaos, Charm, Divination, Law, Necromantic, Numbers, Thought, and Time

In addition to this, monks and nuns possess the power of Animal Empathy as per the Ranger ability. For every level past 1st, a Mahayanist also decreases their Armor Class by 1 point. In practice, this ability is often baffling to their opponents, as the monk/nun does not appear to be unusually dextrous or moving especially quickly; it is a manifestation of their alignment with nonduality, a chief principle of their philosophy. Every level, monks/nuns also acquire a new language, appropriate to whatever region they currently inhabit, or the region they intend to move to next, reflecting their basic missionary edict. Monks/nuns may also inspire their allies through chanting, giving them a +1 bonus to attack rolls and saving throws; the effect takes 3 rounds to start and lasts 1d3 rounds after they stop. Mahayanists also have a secret, unspoken language that they may use with one another. It is clear to those around them that communication is occurring, but no words are used and it is incomprehensible to those who are not also Mahayana monks/nuns. In addition, due to their deep practice reflecting on the nature of reality vs. delusion, Mahayana monks and nuns gain a +4 to their saving throws against all Illusion spells, whether cast by a priest or a wizard, and gain a regular saving throw against Illusion spells that normally do not permit one.

Thursday, March 1, 2018

Fantastic Religion: Akem, the Silent One


AKEM

(the Grim-faced, the Grinner, the Ishtrian Death, the Absolute, the Watcher, the Master of the Keys, the Lord of the Seven Gates, the Silent One, Lord of the Underworld)

Greater God, TN
Portfolio: Death, the afterlife, spirits
Aliases: Akanian, Kemr
Domain Name: The City of the Dead, Nullä
Superior: None
Allies: Haeron
Foes: Avauna, Galos, Tharos
Symbol: An archway, a sickle and hourglass
Worshiper Alignment: Any

Akem (AH-kem) is the god of death and the underworld. He is known for his strongly lawful leanings, but his role places him as the fulcrum of life and death and for this he must be balanced and even-handed. He is widely feared, as his presence heralds death and the otherworld has many strong taboos associated with it. However, he does not choose who perishes, merely guiding them to the Underworld and making certain that they have residence there until they can be judged by their appropriate gods.

In human literature and imagery, Akem appears to be a tall thin man with waist-length silver hair who wears black robes and a black hooded cloak. At his belt he carries a sickle and an hourglass, two signs (in addition to the Akemite arch) which are closely associated with him.

Akem is not a yielding god; the dictates against raising the dead are extremely strong, to the point where Akemites believe those returned from the Underworld to be abomination against him, and will do their utmost to destroy any such “returned men.”

The Silent Lord is as complex as Gods come. He appears to have been unknown or little-worshipped in the north by men until the Sixth Age when Khewedi soldiers brought their beliefs with them. It was not until the priest Rashid ibn-Ahmed-an-gazi converted several important noblemen in the region of Miles during the mid-Eighth Age that his worship prospered. Since then his church has fractured into three temples, each of which is powerful in a different geographical region. The Rite of Endings (also known as the Northern Rite) holds sway in the North from Gadrada, the Khewedi Right in that land, and the Southern Rite in Hadash and Ishtria.

The Seven Hells and their attendant gates are guarded by him, and they comprise his entire domain. The Seven Hells are divided into realms, the lowermost of which is his primary concern; there, one will find (according to Akemite scripture) Abdju, the City of the Dead, which he rules. From his position there, he is master over the fate of the souls of the dead as they journey to their respective rewards and punishments.

The Church (the Northern Rite)
Clergy: Specialty priests
Clergy’s Alignment: Any neutral
Turn Undead: Special
Command Undead: Special

The Northern Rite of Akem was founded in the early Eighth Age at the hill of Gadrada, now known as the Necropolitan Temple. It gained traction after the coming of Rashid ibn-Ahmed-an-gazi and the conversion of several major noble families near Miles. It now stands astride the north as an important element of all societies. Akemites, once few and far between in the north, now serve as the guides and mentors on matters of the otherworldly. The presence of Akemite priests in the countryside to act as mediators between the living and the dead as well as to help burn the deceased has become an accepted fact of life.

The church is run from the Necropolitan Temple where the priest known as the Pale Hierophant resides; he is the master of all Akemite rites and temples, and consults with the Silent Council on all matters of canon. However, there are few lines of communication between the Council and the temples abroad; they are often left to fend for themselves, particularly the Journeying Priests. However, when summons to Synod or promulgations of Holy Writ are made from Gadrada, they are always recognized.

Temple structure is varied; some temples operate as monasteries, housing men and women who have sworn Holy Orders. These have Abbots and the other attending necessities of monastic order as first espoused by Basilorius’ Rule of Worship. More traditional Akemite temples are generally divided into a Whispered Council and a priesthood, attended by a lay brotherhood that serves the temple grounds. Most common of all are Akemite hermits, wanderers, and journeymen who either dwell in caves or move from place to place seeking work burning or interring the dead.

Rule of Worship temples, also known as Akemite monasteries, have a single Abbot or Abbess who runs the day to day affairs of the temple, serves as the chief spiritual advisor, and makes report every five years to the Necropolitan Temple and the Pale Hierophant by means of messengers and journeymen.

Monasteries are also provided with Whispered Councils, these comprising the eldest members of the Order.

Dogma: The structure of Akemite beliefs is straightforward; there is a natural order, and a law to all things, and Akem enforces that natural order and that law. Death is his primary concern, and the proper treatment of the dead and the salvation of the spirit is his realm. That means that Akemites are often very troubled by improper treatment of the dead, and will take extreme steps to ensure that the soul of the deceased is preserved so it may meet its appropriate judgment.

Thus, an Akemite will never stand for the defiling of a corpse, nor will they permit even enemies to go unburned or unburied, whatever custom is required. To an Akemite, the destruction of a soul by the improper care of the physical body is either a hideous tragedy for the good or a grievous injustice for the evil who would otherwise suffer in the afterlife.

Akemites are also strongly opposed to the use of necromantic magic to fashion false souls—the reanimation of the dead, the snatching of the dead from the World Below, all of these things cause great ire and consternation in Akemite priests and the Faithful.

Day-to-Day Activities: Akemites generally live in quiet contemplation or journeying, spending little time speaking, and much dwelling on the mysteries of the Order. They maintain the houses of worship, and also treat with the bodies of all the dead in the region; they are paid for the expert services as psychopomps and officiators of funeral rites.

Holy Days/Important Ceremonies: The Long Night in winter is the holiest day of the year for Akemites, and only Akemites do not have a superstition about walking abroad on that day.

Affiliated Orders: There are three types of Akemite orders in the North—the Monastic Order, following the Rule, the temple order, and the journeying order. Journeymen and women may be assigned to a home temple or monastery, but generally sever that link eventually. There is also the Southern Rite, which has its heart in the heat-baked desert of Khewed, but which is too different from the Northern Rite to be covered here.

Priestly Vestments: Priests of Akem uniformly wear black robes and cord belts. Very mighty abbots may have finer clothes, but only the Pale Hierophant and his direct servants generally wear embellishments. The Pale Hierophant can be singled out by his cope of ghostly-white fungal-spun cloth, a high circlet of bone, and a long staff bearing the Sign of the Gate carved from solid jet.

Adventuring Garb: Akemites will wear any arms and armor they can lay their hands on, but typically prefer gray and black tones. They generally adorn such arms and armor with their holy signs (the Gate, the Key, the sickle, the hourglass). Akemites are also often derogatorily referred to as “smokemongers” or “ash priests” due, in part, to the fact that they burn the dead, but also because of the smoke- or ash-colored clothes they prefer.

Journeying Priest of Akem
(Specialty Priest, Northern Rite)

REQUIREMENTS: Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: Any neutral
WEAPONS: Staff, mace, flail, sickle, scythe, khopesh
MAJOR SPHERES: All, Combat, Divination, Guardian, Necromantic, Travelers
MINOR SPHERES: Healing, Plant, Protection
MAGICAL ITEMS: Any that do not grant regeneration or the power to raise the dead in any way.
REQ. PROFS: Religion (Northern Rite)
BONUS PROFS: Reading/writing (any)

Clerics of Akem can sense the presence of the Returned, who violated the tenets of Akem’s law. They do not need to concentrate to do this; they simply know, when looking at someone, if they have been brought back from the dead. This ability is not comprehensive; there are many ways to stymie the Lord of the Dead, and the more powerful the returned one is, the more likely they will know a way to circumvent or deflect the Akemite gaze.

At 1st level, clerics of Akem destroy any undead they successfully turn; these creatures are blasted to ash by the fury of the Lord of the Underworld. In addition, they radiate an aura of control and authority—this aura may be enhanced by the Silent One once per day for every two levels of experience obtained by the priest; when this occurs, creatures within 15’ act as though they are under the effects of the 4th level wizard spell fear.

At 3rd level, the Journeying Priest may reasonably expect succor from anyone in the countryside as long as he has not angered them, their gods, or their lords (and even in some of these circumstances, aid may still be offered). At this point the priest is officially a Journeyman or Journeywoman of the Silent One.

At 5th level, the Priest is granted a very high resistance to death magic; they receive a +4 bonus on all saves vs. death magic.

At 7th level, the Priest may choose to cow undead and force them into his service until he is finished with them (at which point he must destroy them). In effect, the Priest may choose whether to Destroy Undead or Command Undead with any turning roll made.

At 10th level, the Priest Turns or Commands undead as though he were two levels higher.

At 15th level, the Silent One grants the priest the ability to cast the 9th level wizard spell, Power Word: Kill once per day for every 5 levels of experience the cleric has obtained. The priest is also immune to negative energy in all its forms—particularly level draining.

Friday, September 1, 2017

Akem's Gentle Repose

Akem's Gentle Repose
Level 1
(death, guardian)
abjuration

Sometimes, a Journeyman may be in a situation when he cannot give fallen comrades funerary rites. To make taking their bodies back to a temple more bearable, he may temporarily sacrifice a first-level spell slot to keep a body from corruption.

This spell slot may not be used until either he abandons the corpse or returns it to the temple and begins funeral preparations. He must escort the corpse for this effect to remain in place.

While Akem's Gentle Repose is in effect, time is halted for a corpse and it does not rot. If it has already started to rot, any corruption is halted, though the body is not restored nor is any damage repaired.

Wednesday, January 4, 2017

Spells from the 10th Age: Raya's Rose

Raya's Rose -- level 2, priest spell
(Enchantment/Charm, Illusion)

Sphere: Charm
Range: 10 yds.
Duration: 1d4 rds.
Area of Effect: 60 ft. Radius
Components: V, S, M
Casting Time: 2
Save: Neg.

When a priest casts this spell, it creates an illusion of a gigantic, glowing rose, beautiful and filigreed. The rose slowly, over the course of 1d4 combat rounds (15-60 seconds) opens, revealing a beautiful figure within it's heart. This figure appears to be the epitome of form and beauty to all those who observe it, and the magic of the initial spell is such that those who look on the rose will be enchanted into watching the flower slowly unfold.

Enemies of the priest who are within 60 feet of the rose must save vs. spell, or they are mesmerized for the entire period of the rose's unfolding, plus an additional 1d4 rounds while they hallucinate and stare into its heart. Those who are mesmerized cannot act, except to gawk at the unearthly beauty of the thing before them—they cannot speak, cast spells, or use magic. Any mesmerized enemy who is attacked or otherwise takes damage is freed from the enchantment, though they may accidentally see it again and be enthralled anew: for each round they remain within the 60 foot radius, they must save again or be re-enchanted and fall still.

Any enemies with 4 levels or hit dice, or with a 16 Wisdom or higher, are immune to the effects of the spell.

The material component is a handful of rose petals.

Friday, December 30, 2016

Pantheon Monday: Brynjar the Oakenshield

BRYNJAR
(The Armorer, Oakenshield)

Lesser God, LN
Portfolio: Armor, fortifications, armorers, warriors
Aliases: Calëron, Haeron
Domain Name: Valingas, the Golden Halls
Superior: None
Allies: Eiri
Foes: Agírni
Symbol: An oak roundshield
Worshipper Alignment: LG, LN, LE, NG, NE

Brynjar (BRINN-yar) is the god of armor, order, and fortifications. He is the dwarven interpretation or aspect of the powerful mannish god, Haeron. He is known by the dwarves to be brother to Eiri and Vodulfr. Where Eiri Jorfather is the god of particularly dwarven law, Brynjar represents the dwarven conception of order.

As the most revered positions in dwarven society, Brynjar is a craftsman and worker. He is the god who embodied Eiri’s dictates in gold and stored them in the Hall of the Ancestors.

In dwarven lore, Brynjar always appears as an ancient dwarf in a smith’s garb. His long white beard is unplaited and unjewled. When he goes to war, Brynjar is depicted in full dwarven plate armor, with a face-concealing helm of the dwarven style, complete with beardplate.


The Church
Clergy: Oakenshields, smiths, warriors
Clergy’s Alignment: LN, LG
Turn Undead: Yes
Command Undead: No

The church of Brynjar is omnipresent in Iron Dwarven lands and often one of the first supplemental faiths in a Green Dwarven fortress. The temple of the Armorer is strictly hierarchical; it is governed by the Master Armorer (Aíslan) at Hilmirhol in the Arinnfal, who often sits in council with the Vísorthr, the high priest of Eiri Jorfather.

Each of the great city-temples in the Arinnfal may nominate a replacement for the Master Armorer when the previous one dies, but they always vote in a bloc for the heir that the Armorer himself has picked while alive—many of the secrets of the master smiths are passed on to the Armorer’s apprentice.

Standing below the Master Armorer are the Wardens, or Gaetta, who rule each major temple. These are chosen from the Oakenshield ranks within their constituent temples. Gaetta of the Arinnfal are known as the Aígaettrinn, the Great Wardens, and are empowered to vote on the new Master Armorer.

In each individual temple, the Gaetta is attended by a council of Journey Smiths, usually numbering ten or fifteen. These are the highest ranking priests in the temple. Each is usually placed in charge of a specific aspect of temple administration.

Below these are the rank and file of the Oakenshields. In some rare cases, Oakenshields may be detached from their mother temples in order to pursue adventure, and the interests of the dwarves, outside of their folkhall.

Dogma: The doctrine of Brynjar is twofold. One, to protect the strongholds of the dwarves, to fortify and strengthen the dwarven folkhalls, and to see the cessation of the near-constant erosion of dwarven supremacy in the mountains. The other, to preserve the ancient law, and to preserve the lives of individual dwarves.

Day-to-Day Activities:
Priests of the Oakenshield often help train the all-women militias of the Iron Dwarves, bless warriors heading out to battle, repair armor for the hall prince, and help design and replace major fortification works.

Holy Days/Important Ceremonies:
The dwarven Feast of the Wyrmslayers on the 25th of Hording. This is a pan-dwarven feast, celebrating the conquest of the dwarves over the foul dragons that have been the mortal enemy of that race.

Major Centers of Worship: Hilmirhol, the Princely City.

Affiliated Orders: None.

Priestly Vestments: Priests tend to wear well-made painted leather jerkins and carry smith’s hammers.

Adventuring Garb: Splint and plate armor are common for adventuring Oakenshields, as are oak roundshields.

Oakenshield of Brynjar
(Specialty Priest)
REQUIREMENTS: Strength 9, Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: LN
WEAPONS: Short sword, axe, spear, knife, dagger, hammer
MAJOR SPHERES: All, Combat, Elemental (earth), Protection, Wards, Guardian
MINOR SPHERES: Elemental (air), Healing, Law, War
MAGICAL ITEMS: The same as priests
REQ. PROFS: Weapon and Shield proficiency
BONUS PROFS: Shield specialization, engineering or armor smithing

Oakenshields are tireless fighters and are never fatigued no matter how long battle lasts. Any fatigue from long marches or long work is halved, and they can work themselves for half again the time any other dwarf would be able to work before becoming exhausted and needing rest.

At 3rd level, an Oakenshield may cast heat metal upon a hammer that he carries once per day; this spell does not injure him at all, but anyone struck by the white-hot hammer will take additional damage based on the phase of heat the spell is going through.

At 5th level, Oakenshields receive a further +1 bonus to the saves normally bolstered by dwarven constitution.

At 7th level, the Shield of Brynjar may cast stoneskin as though he were a level 7 wizard three times per week. This spell may only effect the priest.

At 10th level, as long as the Oakenshield has his shield at the ready, all hostile spells and magical attacks have a 15% chance of failing to affect him. If they do affect him, he is still allowed his save.

At 15th level, the Oakenshield is magically protected by Brynjar himself; the priest suffers only half damage from any physical attack.

Monday, March 21, 2016

Pantheon Monday: Gods of the Golden Empire

Oroylus, the Golden Empire, is possessed of many numerous and powerful cults. Each has its own cult-site where its holiest of holies can be located and where its high priest resides, but all temples maintain shrines within the bulwark of the great head of the pantheon, Deyas the Almighty—all, of course, save the Old Nightmares, ancient and dark gods from before the coming of man into the world.

DEYAS THE ALMIGHTY
Deyas is the grumpy chief god of the entire human pantheon. Known alternately as the Almighty, the Celestial Fire, and the Bright Star, Deyas is the god of light, warfare, art, and medicine. He led the pantheon of men to victory over the Old Nightmares and it was he who foretold the birth of Oroy the King with many signs and monstrances. Deyas delights in sunlight, music, artwork, the cunning execution of war, and orderly battle. He despises night, darkness, and creeping things.

The head of Deyas' temple outside of the Empire is the cult-site at Ruyael. However, Emperor Hyval supplanted the Endarch of Deyas by appointing his own head of the Deyan cult within the Empire—the Autocephalon, who sits at Coyn. The Endarch and Autocephalon have been known to launch vitriolic attacks against one another, and Deyan crusaders from Ruyael have even arrested or killed so-called "heretical" Autocephalic Deyans.

Deyas is lawful good. His sign is a two-handed greatsword.

SAPHIS ESTERON
The cult-site of Saphis, goddess of wisdom and love, is located within the confines of the city of Coyn itself. She is said to be the direct ancestor of Oroy's royal line, which still has some prominence even through the changing of the emperors. Worship of Saphis is common amongst wizards, scholars, and sages, and she has become the unofficial patron of magic.

Saphis is neutral good. Her sign is a helmed owl.

ZORYA DEMIMETREON
Zorya is an old goddess, potentially as powerful as Deyas, but still integrated into his temples. She is the mistress of Night and Fortune, trickery and darkness, patronness of criminals and thieves the world over. Her cult-site is located in Laarisa and she often blesses gamblers, the homeless and destitute, and the wandering.

Zorya is neutral evil. Her sign is an upended chalice.

TUMLIC HALF-SIGHT
Tumlic is a young god, possibly Deyas' son born of his union with Saphis or Zorya, who is the patron of nature. He is depicted as having a beard of laurel and hair of flowering ivy and he favors offerings of flowers or meat. His eyes are said to be glazed over with the power of prophecy. He does not get along with Deyas at all, and the two often come to blows.

Tumlic is chaotic good. His sign is an ivy leaf.

SALANDER FAR-STRIDER
Salander is the lord of fire and storms, an unpredictable, gusty, and natural force that sometimes blows through the world. He is said to be responsible for the greatest and most devastating natural disasters, and his priests pray to propitiate him and turn his eye away from their parishes rather than to draw his blessings.

Salander appears as a fiery man wrapped in a mantle of lightning-licked clouds. He is chaotic evil. His sign is an upright hammer with a lightning bolt worked on its hilt.

Friday, August 15, 2014

Orthodoxy and Orthopraxis

HERESY. A common word on the internet these days, mostly because its fun to say, and partially because its used commonly in the Warhammer 40k universe. But what exactly are heretics? Do they necessarily even exist in fantasy worlds? How can we better understand the way heretical movements functioned, what made them heretical, and why there were no heretics in diffuse religions? Well, we can examine the topics of orthodoxy and orthopraxy.

Orthodoxy — Right Belief.
This is a central tenant of the Catholic Church which was pushed to the fore by the co-opting of the previously underground church infrastructure by the Roman Empire. Orthodoxy reflects a necessity that everyone believes the same thing. Heresy (from the Greek root "to choose") cannot exist without a strong strain of ortho doxos, straight (or right, or true) belief. Thus, the presence of an orthodoxy inevitably hereticizes all other forms of belief. While this need not be universal and all-encompassing (There is only the One True God vs. When you worship this god, you must do it with this belief) but it tends to be.

Thus, one of the key elements to forming heresies is orthodoxic requirement in the faith. But orthodoxy requires other things to prop it up and promulgate it. They are (I) Centralized Authority, (II) Systems of Dissemination, and (III) An Orthodox Canon.

(I) Centralized Authority. In order to determine what qualifies as part of the orthodox canon and to administer the faith, some form of central authority is required. If a faith has no governing body, it cannot enforce orthodoxy. This can be a non-permanent assembly of all temple-leaders (such as a synod, convened to discusses matters of canon law and determine what does and does not fall under the rubric of the orthodoxy), a permanent position (such as the one held by the Roman Emperor, who could convene and threaten synods), or a permanent council (such as the rabbinical and Levitical councils which dominated Jewish faith). In any case, the central authority must pick and choose what belongs in the faith and what constitutes "right thought." If a faith is massively decentralized and has no overarching authority, it will be subject to many more permutations and local changes.

(II) Systems of Dissemination. Cathedral Schools, Rabbinical Schools, training centers, and public masses serve as systems of dissemination to the masses and the priesthood. Most pagan ceremonies of the ancient world took place in private, hidden from the regular laity, and training of priests was a secretive task that was performed in the sanctum sanctorum. But for a strict orthodoxy of correct beliefs to thrive, these training methods must be made open to scrutiny so they can be corrected. These channels are also required to transmit the central authorities version of the faith so they can be reproduced in the lower orders.

(III) A Canon. This isn't as strict a requirement as the others (though it is possible any or all of the three could be circumvented by processes I'm not thinking of at the moment) but it serves to cement orthodox practice. The canon doesn't just include holy writings or teachings, but also usually many crusted-on exegetical practices and treatises which help explain the original holy work. The Catholic example of this is the writing of the Church Fathers like Origen, Augustine, and Jerome, which explicates biblical writing and cemented it as a single strain of orthodoxy in the Late Antique Church, which chose certain interpretations over others.

Orthopraxy — Right Action.
Polytheistic Classical Antique religions are much more likely to be interested not in what their worshippers believe (because who cares?) but rather what they do. If you burn an offering to a god because you want something, you are participating in an exchange. The god may literally "eat" the incense and smoke of the offering as a form of sustenance (perhaps why more prayers make gods stronger) or it may be symbolic. However, the control of belief is much less important than the control of actions. Temples want sacrifices, they want loyal worshippers who will make the right choices, and they rarely care if someone believes something outside their faith. You think Mars can fix your house? Fine, we don't think so and we won't make the sacrifice to him on your behalf, but that's your business.

Thus, it is clear that without the trappings of Orthodoxy, heresy cannot exist. Extremely variant views may be relatable to heresy within even an orthopratical view (for example, eating the dead in honor of Mars would be disgusting, unthinkable, and awful and a practice to stamp out) but even then, it's not so much the errant belief that is responsible as it is the errant action.

So look carefully over your setting and ask yourself again: can heretics exist?

Wednesday, July 17, 2013

Making the Proper Sacrifice

The ancient world was full of blood offerings. Doves, goats, bulls... these things gave the gods pleasure. Their spirits took the prayers with them and ascended into the heavens on columns of ash. What animal was chosen to bear this message was important indeed. Since I don't have a sourcebook on hand of the meaning of ancient sacrifices, I've been mulling over the potential meanings of 10th Age sacrificial offerings. Without a good source, I'm relying on the vague knowledge of sacrifices I've accumulated over the years.

Only the evil gods accept the sacrifice of sapient creatures; in this case, Talleal is somewhat like Moloch, the devourer. Blood sacrifices are preferred by the mannish gods. The "airy soul" of the animal sacrificed brings the prayers to them, and so praying without making a sacrifice is, as Orijen wrote, "like striking sparks without fuel for a fire." Sacrifice can only be properly sanctified if it is made by a priest.

The elvish gods accept sacrifices of artworks, which gathers their attention. The destruction of fine carvings or small statuettes is common in elvish worship.

Purchasing of sacrifices is normally up to the temple: the worshipper may pay the priest a denomination of gold or silver for the prayer, and some of that is used to purchase the sacrificial animal. Many times, the animal is sacrificed on the exterior altar so that the petitioner can watch and know it is done. Some sacrificial rites (particularly those anointing a soldier for war) require the supplicant to touch, or be daubed with, the animal's blood.

Birds

  • Doves
Doves are commonly sacrificed to Vaela or other messenger gods. When a new enterprize is begun, doves are often sacrificed as part of a mass-offering. Sacrifice of a dove may also represent purity, or the quest to attain it, and dove's blood is used by Eleian priests to consecrate mannish marriages when they are performed ceremonially. Red doves are commonly sacrificed before going to war, or on it's eve, particularly by generals. The cost of a white dove is generally around 25 silver pieces. Red Doves cost upwards of 5 gold pieces each.
  • Crows/Ravens
Crows and ravens are favored sacrifices of the warlike gods as well as Quilian Knowais and Akem. They are thought to be the most intelligent of the birds, and are particularly blessed. Librarians of Quill keep massive rookeries to supply them with sacrifices as well as feathers for quills. The penraven that they breed is especially well suited for this and it's name is a pun on the ancient Weylic term for "king." Normal crows or ravens cost between 5-15 copper pieces, while penravens can cost anywhere from 3 to 25 gold pieces.
  • Owls
Owls are favored by Vaela, Halor, and Quilian as the bearers of wisdom. They are rarely bred in captivity. Those seeking a wise course of action or, truly, any advice from the gods often sacrifice an owl. The different colors are held to be honored by different gods: White owls are the province of Vaela, brown of Quilian, and grey of Halor. Owls purchased for sacrifice must be done so through hunters (who often trap owls explicitly for that purpose) where they can be bought for 2-4 gold pieces.
  • Cockrels/Chickens
The most basic form of sacrifice, the humble chicken is appreciated by all the gods. It is extremely cheap (2 coppers) and considered a very perfunctory sacrifice indeed. It is common, if this be the animal of choice, to sacrifice them in groups of ten. Sacrificed chicken meat is often used by the temples sacrificing them as food thereafter. Eleia particularly favors such barnyard animals.

The cockrel is somewhat more expensive (8 coppers) and specially raised black cockrels (5 silver) are beloved by Talleal and are sacrificed in honor of many dark and unpleasant gods.
  • Partridge
Slightly more expensive than a chicken (5 coppers) this is considered the minimum sacrifice that any self-respecting freeman can make to any god.
  • Rainbow Doves
Also known as peacocks, rainbow doves cost 1 gold piece or more and are imported from the southlands. Ostentatious gods and goddesses such as Raya prefer rainbow doves, and they often signify charm, joy, and freedom.
  • Geese
Considered by many to be either a horrible pestilence or worthy of being eaten as a delicious supper, geese are favored both by Hasht and Heimir. They cost 5 copper pieces each, and priests quite enjoy their sacrifice, for they provide a fine meal afterwards.
  • Swan
A high offering indeed, swan are difficult to catch and given often to Avauna in exchange for cures or healing. Along with other white animals (doves, sheep) these signify purity. They cost between 5-10 silver pieces each.
  • Gulls
Only the sea gods care for these birds. They are 2-5 copper pieces each, and sometimes used to consecrate sea-voyages or appease the wrath of Vodei.


Animals
  • Sheep
A basic animal sacrifice, sheep cost 2 gold pieces a head and are frequently sacrificed in large numbers on festival days. Every god welcomes the death of sheep, though Eliea is most fond of them. In her case, one might sacrifice a lamb (3 gold pieces, as it has yet to produce offspring) for particular favor.
  • Goats
Female goats (1 gold piece) are sacrificed to all the gods as well. This general sacrifice usually is called for when asking for great favors, or for strength or endurance to bear through some trial or trying time. Goats are often sacrificed in braces of five.
  • Rams
Rams (4 gold pieces) are a more substantive sacrifice than goats and are frequently made to be the bulk of regular offerings. Rams and sheep can be sacrificed together, particularly by adventurers or nobility, as they signify a great amount of devotion to the gods.
  • Kid
Kids, ie baby goats, are 2 gold pieces each and are generally sacrificed only when the life of a child is in danger.
  • Bull
Bulls cost a great deal (20 gold pieces) and are the so-called king of sacrifices. Haeron prefers red bulls, Talleal black, and other gods white or brown. Bull sacrifices are the heart of state sacrifice in the empire, and the emperor would never be expected to sacrifice less than ten bulls at a time. This sacrifice is a real and substantive devotion, and is looked upon with great favor by the priesthood. Large amounts of bulls may be sacrificed in order for powerful priestly magics to be enacted.
  • Cattle
Cattle (10 gold pieces) and calves (4 gold pieces) were once sacrificed in great numbers in antiquity. However, time and tide has turned against this type of sacrifice as particularly heathen or barbarous, perhaps because it was a sign of devotion to the Aspect-Gods to burn great flocks of cattle at the foot of the pillar hill before the empire's conversion to the religion of the north. Cattle are still sacrificed upon occasion, but rarely in numbers greater than 20, as opposed to classical times when herds of 100 or more might be consigned to the flames.