HTML v3.1, © 1997-2001
| History: |
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In ages past, there was a great king whose armies spread far and wide, battling all who opposed his rule and enforcing laws that were harsh, but fair. But as his kingdom grew, as his armies swelled in numbers, the king fell gravely ill. None of his magi or priests could cure his ailment or ease his suffering. Finally, in desperation, he crawled into his private temple and prayed to all the gods of good for release from his suffering. There, upon the altar, he had a vision that a great river flowed from the east, washing over him, drowning him. But the king did not die in his vision. He instead rose out of the waters, his pain-wracked limbs healed and straight, his diseased flesh restored to full health and vigour. So the king sent his greatest champions to the east, beyond the borders of his lands, while the king endured great suffering and tried desperately to cling to life until someone returned. His warriors searched for many years, until one of their number, a young man named Gederan, heard of a gentle man, famous for his healing skills, who lived in the hills nearby. It was said that this man's compassion was so great that he turned no one away from his door. Gederan sought this man and found him, begging him to return to the ailing king and heal him. The old man heard Gederan's story of the king's suffering, and wept openly for the king's pain. He left that very day, following Gederan back to the west. Their journey was long, and full of great hardships and much danger. But they survived through Gederan's strength of arms and the old man's healing skills. Finally, Gederan brought the healer to his king's deathbed. "Gederan, you have done well," the king said, his face twisted with pain and sores. "You, healer, answer truthfully: Can you heal me? If not, I beg you, bring an end to my suffering swiftly!" "Great king, even in my humble village so far from your lands, we have heard of you. Your armies are undefeated, your people eat well, and have much gold in their pockets. Yet all that you have, you gained through force. Your soldiers are the best practiced at maiming and killing. Your farmlands are fertile from the corpses of those you slaughtered. Your gold is sticky with blood. Now you face an enemy your armies cannot defeat. You waste away amidst full fields of grain. Your money cannot purchase even one hour free from pain. "Yes, oh mighty king. I can heal you. I can restore your body to wellness. There is, however, a price." "Name it! You'll have your price, just end this pain!" "Very well, great king." The old man labored long and hard for five nights and five days. Many times did Gederan carry bloody bandages from the king's deathbed. But on the eve of the fifth day, the king slept peacefully, his health restored, his disease cured. For two full days the old man slept, with Gederan his only guard. Finally, when he awoke, the king called him to stand before the throne. "What reward will you claim?" the king asked. "Great king, I require only one thing. You shall never again wage war on your neighbors, save they first attack you." "Done," the king answered. "But we have two requests to make." The old man's brow furrowed in puzzlement. "We desire that you stay and teach us your skills, your ways. For Gederan has spoken much of the village where he found you, how your people are never ill, and always friends with their neighbors. We desire this for our people as well, that we may better fulfill our vow to you." "Gladly done, your majesty. What is your second request?" "We would know your name, old one, that we may address your properly and honor your name." The old man grinned, showing perfect teeth, and said, "I am Talamyr. I healed your wounds. I bring you peace." |
| Description: |
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Talamyr is a deity of soft-spoken power. He seeks to establish peace between all peoples, regardless of their race or beliefs. During peace talks or treaty negotiations, His name is often invoked and His blessing sought. The Silent God's temples are simple affairs, often set in quiet areas of cities and towns. No weapons are permitted within His temple walls, save in defense of the temple or the injured. Priests of Talamyr are also healers, forbidden to draw blood. They are among the rarest and most sought-after priesthood. It is commonly known that the followers of Talamyr rarely turn away those in need. In fact, one of the reasons for their rarity is that they will aid ally and enemy, when asked. Talamyr's priests are present, however, quietly working to bring about peace. Sometimes their methods are suspicious (such as using Charm spells to ensure that a peace treaty will be signed), other times they are welcomed as saints. Of all the good deities, Talamyr grants his priesthood the most freedom. Individual priests are allowed to pursue the goals of Peace and Healing in whatever fashion they choose. As a result, there are many, many different factions of this Order. All of them have identical powers. The most notable of these sects is the Order of Zoat, after the founder. This branch of the faith will try negotiation first. But when negotiation fails, the only way to achieve peace is to eliminate at least one, if not both, of the aggressors. Rarely is death involved, for the shock of a follower of Peace actually attacking usually results in rapid capitulation - at least at the negotiating table. This sect has gained a reputation far out of proportion to its number of adherents, and the other sects often regard them with shame, as one would for the black sheep of an otherwise genteel family. |
| Powers: |
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Divine Might (Su). While fulfilling their duty of Sanctuary, the priest's strength is magically increased (+2 morale bonus), gains a +2 Dodge bonus to AC, and gains a +2 morale bonus on all saves. Healing/Necromantic Spells. All priests of Talamyr may cast the normal versions of Healing and Necromantic spells in 1/2 the normal casting time (minimum of a partial action). For example, a full round casting time becomes a standard action. They cannot ever, under any circumstances, use the reversed versions. Languages (Ex). Each priest can learn one additional language for every 2 levels of experience. Lay on Hands (Su). Priests of Talamyr can heal (as Cure Wounds) up to 3 additional hit points/level of the priest by touch. Those touched will be surrounded by a soft blue light as their wounds are healed. Non-Detection (Sp). All priests of Talamyr are considered to be under a Permanent Non-Detection spell (treat as an Amulet vs. Detection and Location). Detect good/evil, detect magic, know alignment, etc. do not work on them. Nor does ESP, Telepathy, and other forms of mind reading. Repulsion (Sp). For every 3 levels of experience, the priest can duplicate the effects of a Repulsion spell 1/week. Symbol of Persuasion (Sp). At 8th level, the priest can create a Symbol of Persuasion 1/week. Aura of Peace (Su). At 10th level, the priest is surrounded by a permanent Sanctuary. Unless the priest attacks or takes hostile action against attackers, his opponents must make a save vs. spell with a penalty of 1/3 the priest's level (rounded down) in order to attack the priest. This power does not prevent area of effect attacks that also catch him, only direct attacks. Furthermore, even if the hostile creature succeeds in the save in one round, it must make the saving throw again each round in order to continue attacking the priest - UNLESS the priest first attacks the creature in that round. Once the save is failed, the creature can not attack the priest for the remainder of the battle. Touch of Enlightenment (Su). At 14th level, Talamyr invests His followers with the power to change a being's soul by touch. There are several requirements. First, the creature to be changed must currently be hostile in nature or violent, or the effort fails automatically. Second, the creature must be a humanoid with intelligence and an alignment (this power does not work on creatures of animal intelligence). Third, the creature can not be a priest, servant, or holy warrior of another divine power. Creatures under the effect of a Bless or Aid and who are sworn to the service of another deity (as for the spell (Un)Holy Vow), are therefore immune to this power. To use the power, the priest must make a touch attack against the intended victim, who makes a Will save (DC 15 + priest's level + priest's Wisdom modifier) to resist. A successful Will save against this power usually means the target becomes enraged and attacks immediately. The Touch of Enlightenment allows the priest to immediately change the victim's alignment by one step. Law or Chaos go to Neutrality, Neutrality to Law or Chaos (as the priest chooses). Alternatively, the priest may alter the creature's morals - Good or Evil go to Neutrality, Neutrality goes to Good or Evil (at the priest's choice). This effect is similar to a Helm of Opposite Alignment, save that it is a true, enlightened change of heart. Only in the most unusual of circumstances will the recipient of the Enlightenment be angry or hostile towards the priest. Most creatures will be very, very grateful for having been shown &The true light.& |
| Duties: |
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Confidentiality. No member of this priesthood can reveal any information about those who have been healed or otherwise aided by Talamyr to someone who is not a member of this priesthood. Healing. All priests and priestesses of Talamyr must heal those who request their aid. This priesthood can only refuse healing when those asking have drawn the blood of a priest of Talamyr. Sanctuary. Anyone who requests sanctuary and protection from a priest of Talamyr must be given such aid, even if it means the priest's own life. However, the priest may then freely place any geas he or she chooses on the petitioner (who gets no save). Such a geas may not violate any religious beliefs the petitioner has. These circumstances usually result in the petitioner swearing to never cause harm again, except in self-defense. Secrecy. The priestess must make every effort to conceal her religion outside of a temple. Holy symbols need only be touched or on the priest's person when spellcasting. |
| Required Skills: |
Alchemy is a class skill for priests of Talamyr. |
| Weapons: |
Favored Weapon: Net. |
| Restrictions: |
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Holy Ground. Priests of Talamyr cannot walk on holy ground dedicated to another Power. The only sanctified areas they may enter are their own. Furthermore, none but a priest of Talamyr may freely bear weapons on their holy ground. Exceptions can be made in times of war. Priests of Talamyr immediately know if they are about to step into an area sanctified to another deity. This restriction is similar to the effect of a summoned creatur Never Draw Blood. This priesthood is forbidden to draw blood. If a priest ever intentionally draws blood, he or she immediately looses all spell abilities and granted powers. To regain these, the priest must perform an exacting quest. This restriction does not mean that the priest cannot defend himself: If attacked, the priest may take whatever steps are necessary to subdue the attacker, without causing permanent harm, injury, or death. Reverse Healing/Necromantic Spells. No priest of Talamyr can cast a reversed healing or necromantic spell. Nor can they make use of items with those powers. |
| Role-Playing Notes: |
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Priests of Talamyr are not often found as adventurers, save on those expeditions where exploration or peace (not conquest, looting, pillaging, and similarly "adventurous" undertakings) is the main goal. This does not mean that Talamyr's faithful will not fight. This is a mistake that many acolytes of Bael have not lived to regret. Talamyr espouses peaceful resolution of conflict, preferably without bloodshed. There are some sects, however, who firmly believe that some people just won't be peaceful unless it's pounded into them. Fortunately, members of the Order of Zoat are very rare. These priests will use charm magics, potions of human control, rings of human influence, rods of beguiling and similar magics in order to "pacify" opponents. They hate Warpriests of Crom (the feeling is quite mutual), and will go out of their way to foil the War God's followers in their quest for glorious death in battle. They will not slay opponents, much less prisoners, unless there is absolutely no other choice. Instead, they will force a surrender, take hostages, drug the water or food, knock unconscious, or otherwise render opponents helpless. Followers of Talamyr are not above negotiating from a position of complete dominance. Play these priests as pacifists. They want to get along with everyone, even their enemies. They are particularly susceptible to attempts to "negotiate," while assassins are sneaking up behind them. They will insist that their fellows first try "the best way - the way of peace" and become quite wrathful when their companions don't live up to expectations. However, when it is time to negotiate - either in buying items, settling a price, or dealing with an irate nobleman, priest of Talamyr will always be treated with respect. Since they often work hand-in-hand with Vardin's Justicars, they are very rarely cheated or robbed. Talamyr's Own will always get the best rooms, goods, prices, and help simply out of respect for their incredible healing powers. Indeed, everywhere the priest goes, the sick and injured for miles around will flock to him simply hoping for his healing touch. These priests are always loved by the commoners. |
VARDIN, The Avenger | |
| Type: Lesser God | Symbol: Iron Scale |
| Sphere of Influence: Judgement, Justice, Revenge | Races: Any |
| Alignment: Lawful Neutral | Sects: None |
| Priests' Alignment: Lawful Neutral | Centers of Power: Empire of the Hartland |
| Worshippers' Alignment: Any | Holy Days: |
| Spell Domains: Law, Protection | Allies: |
| Feats: | Enemies: |
| History: |
| Description: |
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All strongholds to Vardin have both a courtroom and an execution room. Their temples are all places where justice is served, whether a King's hall, or a commoner's gallows. Vardin's priests are often the only hope for those desperately seeking justice or revenge. Priests and priestesses of Vardin may use spells from the Healing sphere only on beings who have been wronged (for example, if a man was flayed for a crime he didn't commit, a priest of Vardin may heal him fully). In addition, priests of Vardin may heal themselves fully if they are on a quest for revenge or pursuing justice. Finally, the Vardin's followers may also heal any who are aiding in the vengeance or justice. |
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Spontaneous Casting. Priests of Vardin must choose either cure or inflict spells for their spontaneous casting when they first enter Vardin's service. The priest cannot change this choice once it is made. Turn or Rebuke Undead. Priests of Vardin must choose the ability to either turn or rebuke undead when they first enter Vardin's service. The priest cannot change this choice once it is made. |
| Duties: |
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Adjudication. The priest must act as a judge whenever requested to do so. The only exception to this is when the priest herself is involved on one side of the judgement. In such situations, the priest may call on the nearest temple to Vardin for another priest, or she may designate someone else as judge. Guidance. Priests of Vardin must offer guidance and teaching to those who break laws. They must put forth an effort to rehabilitate wrong-doers, provided that any crimes committed by the offender do not warrant a death sentence. Marriage. The priests may be called upon to perform marriage ceremonies. Usually, such ceremonies will be marriages of state. Missions. The priest must achieve justice whenever justice has been thwarted. Vigilance. The priests must keep their ears open and keep track of those who try to avoid the consequences of their actions. |
| Skills: |
| Weapons: |
Favored Weapon: Morningstar. |
| Restrictions: |
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Investigation. Priests of Vardin must investigate any stories of injustice unless another priest of Vardin has already (or is in the process of) investigated the matter. If the priest finds evidence of wrong doing, he or she must also act to correct the injustice. The priest does not need to act immediately to address the wrong doing. Vengeance quest. Priests of Vardin also avenge those who have been wronged. They will pursue a malefactor to the ends of the world and beyond, if possible, to exact revenge. Vardin often takes a direct hand in bestowing these quests. When the God of Vengeance gives a task, it will be done. |
| Role-Playing Notes: |
Copyright 1998-2001 by Guardian (cmuel59749@aolNOSPAM.com).