HAMRI THE CHAOS-BRINGER Hamri is one of the first-comers, along with his brother Vishani. He was spawned from the raw power of chaos, and embodies that spirit. He chooses as his favored priests those who properly embody the spirit of perversity and utter randomness, very few actually approach this ideal. He is very free with the powers he grants his priests, and does not require any great ritual devotion -- but at the same time, he is likely to punish far out of proportion to the crime, and often for no explicable reason whatsoever. MAJOR SPHERES: Any two, choosable by priest daily, except divination. MINOR SPHERES: All others, except divination. ARMOR ALLOWED: Any WEAPONS USABLE:All but missile or lance GRANTED POWERS: May save against any form of augury or thought-reading attempted on him. At 5th level, *any* act undertaken in a spirit of perversity has a 5% chance of suceeding. Only one such roll may be made unless the situation and the reasons change significantly. -2%/level reaction penalty when dealing with groups for more than an hour. +5% chance of spell failure at all times; some unintended result will occur. REQUIREMENTS: Chaotic Neutral. HOLY SYMBOL: The first object the priest sees in the morning. HOLY DAYS/CEREMONIES: Not fixed. All priests know about it when they occur. DOCTRINE: Priests of Hamri make berserkers look predictable. They will do anything if the mood suits them, regardless of rationale or purpose, and usually regardless of consequences (though they are neither foolish nor suicidal). Strong feelings of good or evil tend to interfere in embracing the path of Hamri. In general, they seek change for the sake of change. Priests of Hamri rarely get along with groups, for they do not conform to the expected patterns of behavior therein; they have no temples or places of worship, though they have been known to celebrate their holy days in the temples of other gods, or the local square, or not at all. Most people fear the sect of Hamri, perhaps rightfully so, and tend to avoid his priests. VISHANI THE KEEPER OF ORDER Vishani was formed from the patterns of order, and seeks to establish that order throughout the world. His priests must have great discipline to follow his path, for it is often an incomprehensible one. MAJOR SPHERES: All, Astral, Divination, Guardian, Summoning, Special MINOR SPHERES: Charm, Creation, Healing, Protection, Weather ARMOR ALLOWED: Any. WEAPONS USABLE:No edged, pointed, or missile GRANTED POWERS: +1 per 4 levels on all saves vs r/s/w, breath weapon and spell. May save vs r/s/w to avoid being surprised. -2%/level reaction penalty when dealing with a group for over an hour. May perform an augury once/level/day. REQUIREMENTS: Any Lawful; WIS 11, INT 11. HOLY SYMBOL: Hourglass HOLY DAYS/CEREMONIES: A sacrifice of something of value (personal or financial) must be made on every full moon at midnight. Prayer services must be adhered to at dawn, noon and dusk (about 1/2 hour). All priests of Vishani must carry with them at all times a phylactery with the text of their prayer service written within. The solstices and equinoxes are holy days involving fasting and atonement. DOCTRINE: It is a key tenet of the sect of Vishani that everything has its alloted place and time in the universe. To embrace the god's path, you must become aware of your own place, and the way in which you fill it, and the patterns of the universe around you. Act when action is called for, and do not act when non-action is called for. Priests of Vishani are very disturbing in their behavior, for they never seek to account for it -- what they do is what they were to have done, and no more need be said. They tend to adopt a graceful, unconcerned attitude that many find aggravating, and the patterns of action and motion that occur in a temple of Vishani are obscure and confusing enough to rattle the most patient of visitors. Note that despite their lawful nature, priests of Vishani do not have any particular adherence to secular laws or local authorities. GORT THE ALLFATHER Gort was created by the brothers Hamri and Vishani to be the final arbiter of the battle between law and chaos, and as such he embodies both structure and power. He is not so much in balance between law and chaos as he is embracing elements of both. Thus, he is both chaotic and lawful, as are the creatures and beings he has created, and as his nature changes, so does the balance of order and chaos in the universe. In this age, he is primarily lawful, although not entirely so; he is the god of authority, particularly that of parents and of kings, but is willing to break any of his own rules to maintain that authority. MAJOR SPHERES: All, Astral, Charm, Creation, Healing, Summoning, Sun MINOR SPHERES: Combat, Divination, Guardian, Protection ARMOR ALLOWED: Any non-bulky, all shields. WEAPONS USABLE:No edged or pointed. GRANTED POWERS: 90% resistance to charms, suggestions, dominations and similar magics. May command, as the spell, once per level per day. All friendly creatures have a +1 on morale for every 2 levels of priest. REQUIREMENTS: Any lawful; WIS 11, CHAR 12; must be male. HOLY SYMBOL: Sceptre HOLY DAYS/CEREMONIES: The new year, and the first day of every lunar month, are days of feasting and celebration. The Endweek following the harvest moon, traditionally the time for royal inaugurations, is a day of fasting, atonement and solemnity. Otherwise, priests of Gort are required to celebrate the local festivals and days of mourning, etc. DOCTRINE: Rightful authority is important to the sect of Gort. All of his priests and followers must obey the orders of those above them, no matter what those orders are -- although orders may be appealed through the chain of command, up to Gort himself if necessary. Further, since laws must change to fit the particular instance, a follower of Gort is free to interpret rulings as he sees necessary, or to alter them if he has the temporal authority to do so. However, he is required to enforce the law as it exists, and to seek out those who break it or seek to weaken it, through malice or negligence. To abuse or abdicate responsibility is also a great sin; a priest of Gort must always assume leadership if he feels qualified to do so. MALI THE PROTECTOR Mali was given life by Vishani, from the substance of order, to rule and govern by the side of Gort, and bring him closer to embracing the way of order. She birthed the first men, and the elves, and the halflings, who went forth to create their own cultures. Hers, too, were the beasts and plants of the field, and many of the fantastic creatures who are part of life and its natural order, and also the dwarves and the gnomes were of her creation. Mali supports the authority of her husband, but seeks to temper his chaotic side and to protect her charges from it. MAJOR SPHERES: All, Creation, Divination, Healing, Protection, Necromancy MINOR SPHERES: Animal, Charm, Plant, Sun ARMOR ALLOWED: None WEAPONS USABLE:Lasso, net, mancatcher, staff GRANTED POWERS: May cast magical vestment once per day per 2 levels, is dispelled if she makes an attack to do damage. Can Turn undead. +1 on all saves, transferable to all whom she touches. REQUIREMENTS: Lawful Good; WIS 12; must be female HOLY SYMBOL: Aloe Leaf HOLY DAYS/CEREMONIES: DOCTRINE: As befits their goddess, priestesses of Mali are dedicated to protection and healing. They may never incite combat, and must come to the aid of a helpless or dying creature unless they feel they can do nothing to help. Their proficiencies are almost always in the healing arts. Killing or harming another living being unnecessarily is the greatest sin, and priestesses of Mali have been known to deny healing or restoration to those who are too often guilty of it. They themselves may never kill, although killing accidentally or in self-defense may be atoned for. JAKRI THE DARK Jakri was brought forth by Hamri to bring Gort to the side of chaos, for Gort had sought a change from the world that he and Mali had crafted. Twenty three years did Gort lie with Jakri, and from her womb were spawned the hidden races -- the orcs, the goblins, the drow, and the dark beasts of the land. And these spread out across the land, and war broke out between the races of order and the races of chaos. Jakri was cast into exile by Gort when he entered this age, for his alliance was to Mali; in return, Jakri has sought to bring pain, death and suffering to all the creatures of Mali. Jakri rules the Dark Realms, where all those who die ignoble deaths are sent. MAJOR SPHERES: Astral, Elemental, Healing(rev), Necromantic, Summoning MINOR SPHERES: All(reversed), Divination, Healing ARMOR ALLOWED: Leather or chain, all shields WEAPONS USABLE: Any S or M, blowgun. GRANTED POWERS: May hide in darkness or shadow as thief of half their level, rounded up. May cast non-detection once per day per three levels. REQUIREMENTS: Chaotic Evil; DEX 12, WIS 9 HOLY SYMBOL: Dagger HOLY DAYS/CEREMONIES: All priests of Jakri must perform a human, elvish, or halfling sacrifice on every new moon. The sacrifice must be slain after sunset, must be aware of his or her fate, and must be unable to combat it. If the victim is a priest(ess) of Mali, and if the sacrifice is a painful and humiliating one, the priest of Jakri may petition a boon from the goddess. DOCTRINE: The sect of Jakri generally consists of drow, svirfneblin, duergar, orcs, and of crossbreeds who share that heritage. Some, however, do come from other races and are generally embittered and full of hate. Priests of Jakri seek to bring pain, suffering and ignoble death to the world -- particularly the latter, for those souls go to their goddess. It is for this reason that their primary targets are the followers of Mali, that their goddess may be gloried in that victory. TALIAN THE OBSERVER Talian is the daughter of Gort and Mali, who disdained the great conflict between chaos and order that her family engaged in. Rather than lay down normative rules, she chose to observe and describe the universe with an open mind and soul, that she might learn its secrets. Talian is the patron of the gnomes, whom she and Pyrian bore when Mali requested a new race to shift the balance of the world to order. Talian took the gnomes into her realm for a generation, and gave them great knowledge of the world, that they might seek more of it in her name. MAJOR SPHERES: All, Creation, Divination, Greater Divination(wizard), Sun. MINOR SPHERES: All others, save Elemental ARMOR ALLOWED: None. WEAPONS USABLE: No edged or pointed. GRANTED POWERS: Begins at 1st level with Astrology and Spellcraft proficiencies. Can read and understand foreign languages, 5%/level chance. Learn one additional language every 2 levels (must have been exposed to it). At 3rd level, may speak with animals and read magic, as the spells. At 7th level, may detect lies, as the spell. REQUIREMENTS: WIS 9, INT 13. HOLY SYMBOL: Open Book HOLY DAYS/CEREMONIES: Every new year, priests of Talian must go on a pilgrimage to somewhere they have never been, to see or learn something they have never before seen. Priests of Talian learn blessings which they must recite upon awakening, before partaking of various kinds of food and drink, before retiring at night, upon observing various phenomena (rainbows, thundershowers, etc), before participating in various endeavors (travel, combat, sex, etc), and so forth. There are stories told about priests who have been granted divine warnings regarding traps or duplicity during the reciting of such blessings. DOCTRINE: Priests of Talian seek to increase the store of knowledge available to the world, as well as to themselves. As such, they are teachers as much as students, advisors as much as observers. However, they respect the power of knowledge and will rarely give advice unless they are certain of what they speak. They are noncombatants by nature, prefering to parlay with or outwit prospective opponents, and prefer to avoid killing intelligent creatures. A priest of Talian will never act to destroy knowledge, and will only conceal it when it is clearly damaging to the world. Although they do not personally involve themselves in the struggle between law and chaos, they do not necessarily remove themselves from it, either -- they may choose to advise both sides of the conflict, either, or neither. A priest of Talian is forbidden to lie, although lying to save a life or achieve some other worthwhile goal may be atoned for. Many Talianic priests are gnomish, for she is the most commonly worshipped goddess among them. KIPPRI THE TESTER Kippri is the only god-child of Jakri and Gort, who was sent into exile with her into the Dark Realms. Much like his half-sister Talian, he does not allign himself with order or chaos; instead, he serves largely as a maintainer of the balance. Kippri steps into the conflicts between the gods when one of them has abused his or her power. When Pyrian and Talian bore the dwarves and the gnomes into the world, thereby shifting the balance to order, Kippri called upon the forces of chaos and order to create the duergar and svirfneblin, thereby restoring balance and undoing what Mali had arranged. MAJOR SPHERES: All, Charm, Divination, Healing, Necromantic, Special MINOR SPHERES: Protection, Sun, Weather, Combat ARMOR ALLOWED: Any WEAPONS USABLE: No edged, pointed, polearm or missile GRANTED POWERS: Know alignment and aligned powers, once per day per level. Is always aware of any imbalance of chaos or order in immediate environs. REQUIREMENTS: True Neutral; WIS 12 HOLY SYMBOL: The scales HOLY DAYS/CEREMONIES: The sect of Kippri celebrates and feasts from dawn to dusk on the days of the new and full moons, and holds vigil and prays from dusk to dawn. There is a ceremony priests of Kippri must observe upon the completion of a testing, see the Kippri spell list. Priest of Kippri must perform one quest or service for the church every year, which is designed to test their weaknesses and flaws. DOCTRINE: Priests of Kippri, like their god, seek to test those who have power to ensure their right to it. Good and evil, law and chaos, even life and death hold no inherent moral value to the priest of Kippri -- what is important is that the being with power remain true to his convictions and his nature, even when this is inconvenient or painful. The reason for this is that as power level increases, only those who have the courage of their convictions will be able to retain control over it. This is doubly true of the priesthood itself. As much as poor performance is punished, so is exceptional service rewarded; of all the gods, Kippri is the most likely to reward meritorious action in his service. A priest of Kippri is forbidden to lie in the passing of judgement in Kippri's name, and even an accidental untruth requires that the priest atone. PYRIAN THE CRAFTER Pyrian is brother to Talian, son of Gort and Mali. In many ways he resembles his sister, for he does not seek to alter the nature of the universe, merely to understand it. However, Pyrian is a craftsman rather than a scholar, and his study of the universe involves working with its substance and its forms, making, collecting and distributing things of beauty and function. The dwarves are Pyrian's children, and it is to them that he gave the skill of craftsmanship and construction. MAJOR SPHERES: All,Creation, Protection, Combat, Guardian, Necromantic, Special MINOR SPHERES: Protection, Healing, Divination ARMOR ALLOWED: No leather or padded. WEAPONS USABLE: Any M or L save polearms, clubs/staves, and missiles. GRANTED POWERS: Gains any three of the following: carpentry, blacksmithing, stonemasonry, appraising, armorer or weaponsmithing, as initial extra proficiencies. Gains an extra proficiency slot to be dedicated to one of those six every three levels. At 3rd level, is magically aware of attempts to steal within 30 feet of him if a save vs. paralyzation is made. This is a general awareness and grants no specific information or perceptions. REQUIREMENTS: WIS 12, CHAR 12. HOLY SYMBOL: The hammer HOLY DAYS/CEREMONIES: The first Saturday of every month, priest of Pyrian are required to make a donation to the nearest temple of Pyrian. If no such organization is available (impracticably far or just nonexistent), the tithe may be given to a charitable organization or distributed among the poor and destitute. Failing *that*, it may be used to purchase some item of use to the temple, which may then be taken there as soon as possible. Upon returning from a successful journey or adventure, a similar donation is required. DOCTRINE: Priest of Pyrian tend to be both craftsmen and merchants, for the gathering and distribution of crafted artifacts is of great importance to them. They are not artists, nor is beauty in and of itself important to them save as a pleasant sideline to a functional item. They seek both knowledge and profit in their adventures and their actions, and are often perceived as greedy by others when the truth is that the amassing of wealth glorifies their god, and much of it is donated to the temple. They also tend towards the finest equipment available to them, both in terms of function and design -- armor, weapons, clothes, horses, and so forth-- for the quality of such is taken as a measure of their devotion to their god. They are the most secular of priests, and the temple of Pyrian often serves as a warehouse and trading post in many cities. Priests of Pyrian take contracts very seriously, verbal or otherwise, and take great steps to punish violators of contracts. Theft and fraud are great sins, as well, which the priest of Pyrian must redress if observed. KRYS THE WARRIOR Krys is the son of Talian and Pyrian. He is patron of all warriors, no matter their cause or alignment, and holds in contempt those who retreat from honorable combat or who fight from behind or from the shadows. At first, Jakri sought Krys as her consort and seduced him, but he won free of her and later charged the Dark Realms to free the spirits of the brave and valiant warriors. He is still the keeper of those who fall in battle or die noble deaths. MAJOR SPHERES: All, Combat, Protection, Healing, Necromancy, Elemental MINOR SPHERES: Charm ARMOR ALLOWED: Any WEAPONS USABLE:All GRANTED POWERS: All touch-delivered spells are at -2 on saving throws. May continue to fight at negative hp until death. If a priest or follower of Krys dedicates a difficult battle to him and wins it, there is a 5% chance/level the god may grant him a minor boon (automatic hit in the next attack he makes, a new weapon, repairing armor, and so forth). If the battle was against an enemy of Krys (follower of Jakri or other entity so declared), there is a 75% chance that the boon will be a major one (limited wish or wish, depending on the challenge and importance of the battle). REQUIREMENTS: STR 12, WIS 12 HOLY SYMBOL: Broad Sword HOLY DAYS/CEREMONIES: The sect of Krys has no true holy days; rather, each priest decides what days he shall set aside to celebrate and honor his god. Commonly, these days are the aniversaries of great battles where the priest won great glory for his god, or was saved from certain death by his god's power (for example, through spellcasting). DOCTRINE: Cowardice is the ultimate sin to a priest of Krys, closely followed by treachery in battle. A priest of Krys will never retreat in fear, though a tactical retreat (to gain better ground, to surround opponents, or to bring wounded comrades to safer grounds, for example) is perfectly acceptable. Note that even the threat of death is not sufficient reason, since the spirit of a warrior slain in battle is brought to the realm of Krys and a final reward. They are not berserkers, though, and willingly acknowledge that combat is not always the best solution to a problem. They may never attack dishonorably; if they do so because no other option exists, they may be able to atone. Further, they may not raise the dead or be raised themselves save when an important task is left unaccomplished, or when an otherwise valiant soul is unfairly taken to Jakri's realm. To raise any other spirit is to deprive it of its reward and to steal from Krys. KAYIM THE TRICKSTER Kayim is the offspring of Krys and Jakri, brother of Rash, and perhaps the most misunderstood of the gods. Many interpret his behavior as frivolous, childish or irresponsible -- indeed, some consider him a spirit of mischief and even of evil. Theologians disagree on this question; certainly it is true that Kayim is a thief, a scoundrel, and often a killer, but also he is a bringer of joy and love to the despairing and alone, a seeker of pleasure and entertainment, and on many occassions has served to unify the gods in merriment and calmness through his so-called "frivolous and childish" behavior. Thus, the jury is still out on the god and his followers. MAJOR SPHERES: All, Animal, Astral, Healing, Weather MINOR SPHERES: Charm, Combat, Illusion(wizard), Necromantic ARMOR ALLOWED: Leather or padded, no shield WEAPONS USABLE:Any S or M. GRANTED POWERS: Thief abilities with 15%/level to distribute, no read languages or climb. Begin with juggling proficiency at +3. At 3rd level, are immune to fear. REQUIREMENTS: WIS 9, CHAR 12, DEX 10; HOLY SYMBOL: Juggling balls HOLY DAYS/CEREMONIES: Solstices and equinoxes are days of feasting, as are harvest days. The new moon and full moon are days of contemplation and solitude. DOCTRINE: Like their god, the priests of Kayim are at best difficult to understand. Many are clownlike in their attitudes, using illusion and charm magics to cheer the despairing or to humiliate the self-important. Others engage in the activities of thieves, seeking to demonstrate the futility of relying on possessions; still others assume the lifestyle of the assassin, dispatching to the Dark Realm those who they consider to be restricting the freedom of others to enjoy life, or more extremely, killing those who do not enjoy life. Most confusing, perhaps, is the fact that many priests of Kayim combine several of these attitudes. However, to the priests themselves, this is a perfectly reasonable state of affairs -- it's just a matter of priority. Entertainment, adventure, enjoyment of life and of one's place in it, and the satisfaction of one's physical and emotional needs are the most important thing to a follower of Kayim, more important than life itself. Thus, one who is unhappy, anxious or despairing must be removed from this state by whatever means are appropriate. In any case, followers of Kayim tend to adventure frequently, seeking excitement, tales to tell, and/or the means to live in comfort. Though they know little fear, they are cautious when caution is called for; however, it takes a great deal for a priest of Kayim to give up a chance to seek pleasure. Kayimite temples are usually nomadic affairs, when they exist at all. RASH THE REBEL Rash is the third child of Jakri, brother to Kayim, half-brother to Kippri, and like his siblings he has largely removed himself from the family of gods. Rash's choice stemmed from his exposure to the various races of the world, and his awareness of their problems and their flaws. He decided that he could not concern himself with the ultimate fate of the universe to the exclusion of the fates of the individuals within it, and began to walk the earth and perform miracles to aid the races that peopled it. This violated some obscure compact of non-interference between the supernatural powers, and so the assembled gods acted to prevent it. Rash is thus the Hidden God, seeking to aid the races of the world in dealing with hunger, disease, drought, catastrophe, war, and similar problems. He must act in small ways and in secret if he is to act himself, which is why he performs most of his work through his priests. MAJOR SPHERES: All but Plant and Summoning, but only to 6th level ARMOR ALLOWED: Only leather, padded, or chain. WEAPONS USABLE:Bill, sickle, short bow, club, dagger, dart, knife, staff, sling, or spear. GRANTED POWERS: A priest of Rash may take on the seeming of a member of any group when interacting with other members of that group. This is not an illusion, nor is it a disguise; the priest may not appear as a particular being nor conceal his or her identity from those who know him or her, nor can the priest use this ability to infiltrate an organization whose members know one another individually; rather, it is the ability to fit in so perfectly they are not noticed as being different. This applies only to intelligent beings, and does not grant additional linguistic capabilities or racial abilities (though the priest's lack of the appropriate ability is rarely noticed or commented on, unless it is being actively sought -- a secret password the priest doesn't know, for example, may get him arrested as a spy; a lack of familiarity with customary salutes will probably not be noticed). Anyone actively attempting to pierce this cultural invisibility has a base 50% chance of doing so, modified by 5% per level difference. At 5th level, the priest gains a limited form of telepathy allowing him or her to communicate with any intelligent creature. REQUIREMENTS: WIS 9, INT 13; non-lawful. HOLY SYMBOL: Blue eye on gold background HOLY DAYS/CEREMONIES: None of their own, but each priest is required to participate in the ceremonies and holidays of the dominant religion of the area he is occupying. DOCTRINE: Priests of Rash seek to learn of the many races of the world, their cultures, their mannerisms, and most importantly, their goals and their problems. This knowledge is not gathered for its own sake; rather, the priests seek to aid the people with whom they work. They are aware of the problems of cultural relativism, however, and thus make sure they know exactly what the problem is from the individual's or culture's point of view before seeking to change anything. Usually, priests of Rash do not identify themselves as such, both to protect themselves from local governments (who rarely appreciate their existence) and to keep themselves from being isolated from the community. The freedom and dignity of the individual are the most important things to a priest of Rash, and any activity may be undertaken to achieve or secure them, including theft, terrorism, even regicide (though the priest must of course realize that the king has rights, too...). Laws are of no importance in this quest, and truth be told, the existence of this sect has served to limit the degree of oppression rulers and regents are likely to participate in. Rash does not have an organized church, but his followers are many and everywhere.