Deities, pg 8 - TSL


DEITIES - Morech, Set


Morech, The Burning God, Prince of Flames

Type: Lesser Symbol: The Eternal Flame
Sphere of Influence: Fire and Destruction Races: Any, especially fire-dwelling
Alignment: Neutral Sects: Many
Priests' Alignment: Any Neutral Centers of Power: None known
Worshippers' Alignment: Any Holy Days: Hottest day of the summer
Spell Domains: Destruction, Fire Allies: Sylvanus
Feats: None Enemies: Shune

History:

It is said that in the ancient past, Avaryan beheld a single, perfect flame in her sacred garden. So entranced was she that she breathed life into this one spark, marvelling at how it danced. Avaryan fed the flame, watched it grow, formless though it was. One day, the flame leapt to the most beautiful tree in the garden and burned it to ash. Outraged, Avaryan chastised the flame. But the flame spoke: "You who gave me life, for that I am grateful, but you cannot contain me. I create beauty, as you would wish, but my beauty comes at a price that you are not willing to pay." Avaryan, grieved that her son would speak to her so, asked Sylvanus to forgive him. "It is not my place," Sylvanus answered, "to forgive or condemn a part of Nature." Avaryan turned to her creation and spoke, "Go you forth from here and do not return soon. For where you pass, the earth must grow anew." So the flame left the sacred garden of Avaryan and entered into the world.


Description:

Morech is the god of fire and destruction. He gives his followers great power, but at a price. They bask in the glory of the Eternal Living Flame, but must always be vigilant, lest they be burned to ashes. His temples are places of great bonfires and oil-fed conflagrations. It is said that his priests can easily use the flames to transport themselves wherever there is a fire of sufficient size. Morech's followers are encouraged to enjoy life to the fullest, and not concern themselves with trappings of ethics or morality. All that matters is that you live as brilliantly as you can.

Disciples of the Eternal Living Flame do not put out fires. In fact, they are likely to help them grow! Particularly fanatical priests will actively work against firefighters. Most, however, will not assist nor inhibit those who seek to douse a burning building. It is said that the greatest ecstasy any Disciple can experience is to be in a city as it is burned by an attacking army.

Morech's faithful believe, perhaps rightly so, that the souls of those killed by flames, whose bodies are then burned to ash, go directly to Morech - bypassing Accuris' realm entirely. They seek to burn the bodies of the slain using their own special rites to ensure that Morech gains more souls to serve him. As a result, priests of Morech do not get along well at all with Accurites.

The Burning God's followers teach that when Morech has enough souls, that he will return to the mortal world to bathe it in renewing flame, so that all the gods may rebuild Avamor in all its glorious perfection.

Druids see the value of fire to the natural world, but they abhor the unbridled destruction that Morech can cause. Shune directly opposes Morech where she can, for they are anathema to each other. Avaryan's faithful try to convert them, and view Morech's Disciples with sadness. When Her followers fail, they try to undo the harm Morech has done. By decree of Morech himself, no Disciple will ever willingly harm a temple to Avaryan, lest they be instantly burned alive. Disciples do work with Baelites frequently, for the Ravager offers many opportunities for wonderful conflagrations. They also assist Accurites in their duties, regarding funeral pyres as a form of glorification for the departed soul. Indeed, to the devout Disciple of the Eternal Living Flame, burning of the body to ashes liberates the soul, ensuring that it will not again be bound by limiting, watery flesh.


Powers:

Mark of Flame (Ex): Any fire spells cast by the priest are treated as if subject to the Maximize metamagic feat. All variable numbers associated with the spell (damage or variable duration) are automatically the maximum possible. For example, if a priest of Morech casts a Flame Strike for 6d10 points of damage, he automatically inflicts 60hp damage.

Resistance to Fire (Ex): Priests of Morech gain resistance to fire and heat equal to their Con modifier plus their priest level. They are also treated as a Fire subtype for purposes of determining cold damage.

Will of Flame (Su): By their affinity for the flame, Morech's priests can control and direct fire. They can cause it to move up to 20' per round in a line. They can affect fire up to 5'x5' per priest level. This ability is useable a number of times per day equal to the priest's Wisdom modifier.

Burning Aura (Su): Once per day for every three priest levels, the priest can generate a Fire Shield as a sorcerer of equal level.

The Adoration of Fire (Ex): When a priest has acted against Morech's wishes, a holy flame erupts from the nearest holy symbol of Morech (usually the priest's own), searing the priest on the spot (3d8 hp, Fort save DC 20 for half, ignores any fire resistance on the faithful) with an injury that cannot be healed fully save by Heal or greater magics. No priest of Morech will cast such magic on the victim, nor will Talamyr's followers knowingly treat such a god-given injury. The damage can heal naturally, but it will ever after leave scars on the priest, permanently reducing his Charisma by one. Most Disciples of the Eternal Living Flame gladly accept such punishments, even proudly displaying their disfigurement along with their god-granted power so that all will know that Morech offers forgiveness even to the greatest transgressors. Each such scarring gives the priest a cumulative DR of 1/+1, as his tolerance for pain has drastically increased. This damage resistance stacks with any other damage resistance the priest has.


Duties:

Dress: The red and yellow fiery outer robes of a Disciple of the Flame are distinctive. Typically, they are edged in gold or copper, to accentuate the flame's color. Formal robes are required for major religious ceremonies and holy days.

Day of the Burning. All of Morech's priests must actively prepare for the day when Morech returns to the world, to burn Avamor to molten ash and rock, thus preparing the way for all the other gods to create a new, perfect world after the cleansing flame.

Journey of Flames. Morech's faithful seek to burn the bodies of the slain to ash at every opportunity, for the soul then goes directly to Morech, and not to Accuris.

Manage Fires. Priests of Morech *must* manage fires, ensuring that the flames consume in accordance with the god's will. Sometimes this means they must save a particular tree from burning in a forest fire. Other times, the priest must make certain that a cherished home is reduced to ashes.


Skills:


Weapons:

Favored Weapon: Pick.


Restrictions:

Role-Playing Notes:

Priests of Morech love fire. Most are pyromaniacs to one degree or another. Extremely fanatical ("Burn Everything!") Disciples of the Flame are very rare, often found working with Baelites and rarely with Falrunians. The majority actually serve on town or city fire brigades, where their specialty is put to good use.

Disciples of the Flame believe that reducing the bodies of slain enemies to ash, using as large a bonfire as possible, is the highest honor (now they are ready for the Day of the Burning, and will be born anew). This places them in conflict with the burial practices of many societies (especially the Kathnyri), and therefore sometimes at odds with the Accurites.

Followers of Morech often have a love/hate relationship with Avaryan's. On the one hand, Avaryan is close to a mother for Morech, and therefore all of Morech's faithful. On the other hand, Morech's flame destroys the beauty that Avaryan creates, and flame by its nature is chaotic where Avaryan is orderly. Disciples of the Eternal Living Flame often act as rebellious teenagers to perceived parental control from Avaryan's followers.



Set, Lord of the Night, Prince of Serpents

Type: Greater Symbol: Coiled Serpent consuming its own tail
Sphere of Influence: Evil, Night, Creatures of the Night Races: Humans, Yuan-ti, Lizardmen. Only humans, yuan-ti, and lizard men may become Chosen; only humans may become Minions. Members of other races can become worshipers/agents.
Alignment: Lawful Evil Sects: Chosen, Minions
Priests' Alignment: Lawful Evil Centers of Power:
Worshippers' Alignment: Any Evil Holy Days:
Spell Domains: Allies:
Feats: Enemies: Avaryan

History:

Of all the experiments conducted by the Tae-esh-naree, the merging of sentient races with serpents is among their most repugnant. From that mad test arose a powerful entity who took strength from darkness and specialized in the stealthy kill.

Born of serpents in the darkest night, Set is Avaryan's opposite. Coldly calculating and drawing his strength from darkness, it was Set's careful planning and honeyed words that led the Tae-esh-naree to their doom. He employed the most drastic methods to accomplish his goals. Much innocent blood was spilled to bring the downfall of the Tae-esh-naree.

Description:

Set is the Lord of Darkness, King of snakes, Ruler of the night. His priests prefer to work in darkness and shadows, spreading their influence slowly, carefully. They are feared even more than those of Bael, God of Destruction. With the Prince of Serpents, one never knows if one will become a favored servant, or a sacrifice.

The Lord of Darkness seeks to overthrow the other Greater Powers and dominate the Prime Material Plane so that he can send it into everlasting night. His plots are many and deep. And like the snakes He loves, He is willing to bide his time, waiting to strike.

Many are his followers, seemingly friendly and peaceful. But quick to arouse and strike when called for. There is no land anywhere on Avamor that does not have Set’s taint upon it.

(The God and Goals) - describe the God and his or her goals (The Worshippers) - Who goes to worship this god and why (The Priesthood - Hierarchy and Sects) - describe the priesthood, its heirarchy, and distribution

The Chosen are the priests of Set. They maintain the temples, convert followers, and so forth. They tend to be very organized and tenacious.

Minions of Set are the guardians of His temples. Of all of Set’s followers, Minions are the most feared, for they can take the form of any kind of snake - from a giant cobra to a harmless-seeming grass snake. No form of magical detection will work on a minion. They are dedicated body and soul to Set's service.

Minions advance as Illriggers (a special type of lawful evil unholy warrior). At 5th level, all Minions gain the ability to Shapechange at will into any form of serpent, snake, or reptile, gaining all the abilities of that form while retaining all the mental abilities of their true form. Additionally, while shapechanged, Minions can not be harmed by normal weapons. Only magical or cold iron weapons can affect them.

Set's temples are typically ziggurat pyramids decorated with serpent motifs. The public sacrificial altar is usually at the summit of the pyramid. The inner alter lies deep within the temple, well-protected by the priests and their serpent allies


Powers:

Charm by Gaze (Sp). Gained at 10th level. Useable 1/day. Victims suffer a -8 penalty to their Will save (DC is the same as if the priest had cast a Charm Monster spell). This charm is also very hard to resist. Victims also receive a -8 on SR.

Immunity to Poison (Ex). Gained at 4th level. The priest is immune to all forms of poisons, both natural and magical.

Darksight (Ex). 6" range. Same as the Elven ability.

Limited Immunity to Charms/Geases (Ex). When given a mission, no priest of Set can be turned from it. Any orders given to a charmed/geased, or otherwise controlled priest, that would deviate from the mission will immediately break the control.

Shapechange (Sp). Upon reaching 8th level, any priest of Set can Shapechange once per day into a snake of his/her/its choice, gaining all the abilities of the new form while retaining all the mental abilities of their true form.

Summon Snakes. At 4th level, priests of Set may summon 1-4 giant snakes, who will act as servitors, carrying out the priest's orders even if it means certain death. This ability is exempt from the Protection duty described above. Set protects His own. At succeeding levels, the priest may summon different types of giant snake: Giant constrictors at 4th, spitting snakes at 7th, and giant poisonous snakes at 11th (see the Monstrous Compendium for details of each type). This ability is usable 1/month.

Rebuke Undead. Same as the standard priest ability. Also allows for the control of undead.

Childe of the Night (Su). Minions or Chosen, who have remained strong and true in their faith, will be specially favored by Set. These special few will, at 14th level, gain a special guardian - the snake-like Childe of the Night. The Childe's stats are: (Ac: -3; Mv: 16” HD: 10; Hp: 80; THACO: 2; #Att: 3 (bite+poison/spit poison/constrict); Dmg: 4-11+poison (1d8+3)/as poison/3d10+special; SA: Gaze causes fear (save vs spells -3), Poisonous bite (take 3d8hp/rnd for 4 rnds, save for half), spit poison 60' (same effects), constrict (80% pin both arms, 10% pin one arm, negate all dex & shield bonuses, armor & other large items worn must save vs. crushing blow or be destroyed); SD: Hit only by +3 or better weapons, immune to fire, cold, electricity, poison, and charm-type magics, can not be Dismissed (as the wizard spell), and does not count as a summoned creature for spells such as Protection from Evil; MR: 45%; S: G (15-20' long); XPV: 11,000). It appears as a naga with a set of scorpion’s legs about midway down the body. The Childe's face is that of the priest it serves. It can be held at bay if faced with the rising sun symbol of Avaryan. If the Childe is slain, Set will be very angry.


Duties:

Dress. When on a holy mission, all Chosen and Minions are required to wear Set's symbol somewhere on their person. The symbol does not have to be worn openly, but cannot be covered by invisibility or illusion. The only exception to this is when the priest is preparing for combat or escape. In these cases, the symbol may be covered with invisibility or other disguising magics. However, the symbol must never be taken off by the priest.

Most Chosen and Minions have their holy symbol tattooed on their bodies. In this case, the only way to remove the priest's holy symbol is to remove the tattoo.

Missions can include assassinations, negotiations with other organizations, and information gathering (i.e. spying).

Protection. All priests of Set consider true reptiles to be holy. True reptiles include any and all snakes, serpents, and non-sentient scaly creatures. Whenever a reptile is threatened, the priest is required to protect that reptile. This does not mean that the priest must commit suicide. If the reptile is harmed or killed, the priest immediately loses experience points to the bare minimum required to retain his/her/its current level. Until the perpetrators of this crime are sacrificed on an altar to Set, the priest may not gain any experience points.

Service. All Chosen must follow their superior's orders to the fullest. No deviation from the instructions is allowed. Note that Minions serve Set directly and receive their orders from Him. Minions are under this same restriction, but with a penalty: Should the Minion deviate in any way from the assigned task, he, she, or it will immediately and permanently lose 1 level or hit die.

Subterfuge. Priests of Set almost always work behind the scenes and in secret. If a priest's plots are uncovered, he or she immediately loses 10% of his gained experience points and can not gain any experience points for completing the plot, although he must strive to do so or face Set's wrath. Set is not very tolerant of failures.


Skills:
Animal Handling (Reptiles) +4, Alchemy (Poisons) +2, Hide +5, Move Silently +2.

Weapons:

Favored Weapon: Whip, whip dagger.


Restrictions:

Priests of Set have the symbol of their faith branded onto their bodies. Usually, the symbol is burned in to the forehead, chest, or hand. In this way, it is difficult to relieve the priest of his symbol and thereby remove most of his abilities. The obvious drawback is that a body search will reveal a disguised priest easily. A very select few priests forego this sign of their faith to undertake special missions. This is a very rare occurrence.


Role-Playing Notes:

Chosen are very snake-like in manner. They stare. They don't blink. They invade your personal space. Chosen and Minions are very organized, competent, and venomous. In conversation, a Minion or Chosen should speak slowly, sibilantly, stare unblinking at the other person, and get up close to them, using slow, careful movements. The characters (if not their players) should be left with a strong aversion, if not outright phobic fear, of Settites. Whenever someone gets poisoned, assassinated, loses out on a contract, etc, Settites should be blamed - especially if they're not responsible (this way, they can take their accusers to court, sue them for more money they can possibly have, and then let the poor fellow(s) work off the debt in the slave mines). Priests of Set are not nice people.

All Minions are also members of the Knights of the Dark Skull - an ordained order of knighthood that is recognized by nearly every nation (except for the enemies of Avernia). Murdering or killing one dishonorably will incur the wrath of other knightly orders, resulting in legal and military persecution of the perpetrators. Remember, in most nations, knighthood carries far more rights and privileges than the average PC has (such as being able to own and use armor and certain weapons, certain forms of address, and so forth). Play this up. Minions go toe-to-toe with Paladins on the Field of Honor and in the court system.

It's also important to realize that this order can be negotiated with. They will surrender if presented with an untenable position. The order will ransom its own (paying gold for Chosen, Minions, and members of the nobility). They will also bargain with opponents in order to achieve some gain out of a no-win situation. Like the followers of Bael, THESE ARE THE BAD GUYS! Worse, THEY'RE LIKE LAWYERS! In general, they will keep to agreements they've made, unless it is obvious the other party is trying their best to shaft them. In this case, they will hold to the absolute letter of the agreement. Make sure that in negotiations with this order that ALL the terms of the agreement are written down, so that you are prepared when you start bending those terms your way. Also remember that it's highly unlikely that the typical adventurer or soldier will be legally-savvy - so make the PCs play their characters (and give them an xp award if they role-play well, especially if it's to their disadvantage).

Note from Guardian: The above information is for use in a FANTASY GAME. I do not advocate or condone any of the practices described above. If your inclinations lie in the above directions, or if you think mine do, seek professional help Now! Don't talk to me about it. I'm not a professional.