Showing posts with label Poritia Nove. Show all posts
Showing posts with label Poritia Nove. Show all posts

Dec 28, 2010

Specialty Priests of the Westron Church (part 2)

This second installment (of three) concerns itself with the goddess of magic, Magenta, and her affiliated demigods and saints.  The goddess has a lover, Kostamus (the demigod of Sunlight), with whom she has had three daughters - the three Moons (Poritia Nove, Veltin Crimsea, and Argina Lustar).  This is curious, as it is the only option for Evil priests in the church (Veltin Crimsea, the demigoddess of the Red Moon has a strain of wickedness running through her personality).

Also listed here are the two twins, Noxecatt and Dralizar - demigods both, but definitely not part of the Westron Church!  They are listed here because of their origin, it is said (by myth) that they were fathered by the prince of devils Baxilar in a treacherous affair he had with Magenta in her youth.


Magenta - goddess of Magic
  • Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
  • Minimum Abilities: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Spellcraft (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. Armor Permitted: None; no shields.
  • Restrictions: Priests of Magenta receive d4 hit dice, rather than d8 hit dice.
  • Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning.
  • Minor Spheres: Animal, Guardian, Necromantic, Plant, Sun, Weather.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level); Languages (Learn one new language per level, up to 8th level. This may be of a sentient species or of a plant or animal.); Turn Undead (as per Cleric in PHB); Infravision at 3rd level (60', or 120' if the priest already has infravision); Shapechanging at 8th level (as per the Druid in PHB).
  • Symbol: Bowl with a flame above it.
Kostamus - demigod of sunlight, Lover of Magenta
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, spear. Armor Permitted: All metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Sun.
  • Minor Spheres: Charm, Elemental (the priest can only use spells with the words fire, flame, heat, and pyrotechnics in the names), Plant, Protection.
  • Powers: Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Infravision as per Elf (if priest already has Infravision, it becomes 120'); Turn Undead (as per Cleric in PHB); Laying on Hands at 5th level (as per Paladin in PHB); Prophecy at 8th level (as per Saint Gianna, below); Chariot of Sustarre Cast the spell once per day, for free.
  • Symbol: Chariot wheel.
Saint Brigid - patron saint of Healing and the Sick
  • Priest's Alignment: Lawful Good, Neutral Good, Chaotic Good
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, mancatcher, net, quarterstaff. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests of St. Brigid must never appear in public unless wearing the symbol of Saint Brigid. May never attack, only fight in defense.
  • Major Spheres: All, Creation, Divination, Healing, Necromantic, Protection, Summoning.
  • Minor Spheres: Animal, Charm, Guardian, Plant, Sun, Weather.
  • Powers: Immune +2 to all saves versus poisons and disease; Laying on Hands (as per Paladin in PHB); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Identify any disease or poison (at 3rd Level) with an Intelligence check.
  • Symbol: White crook with three red healing berries. Common symbol on clothing livery is the cluster of three red berries.
  • An order of Nuns operate the Hospital of the Pierced Pelican at Haaksen.
Saint Kelvin - patron saint of Light- detailed information can be found Here.
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Direction Sense (Required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Healing, Sun.
  • Minor Spheres: Animal, Creation, Necromantic, Plant.
  • Powers: Infravision as per Elf 60' (if Priest already has Infravision, it doubles to 120'); Turn Undead (as per Cleric in PHB);Laying on Hands at 3rd Level (as per Paladin in PHB); Charm/Fascination at 5th level (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.);
  • Symbol: Sun with rays of light
Saint Gianna - patron saint of Oracles
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger, Knife, Dart. No Armor or Shields permitted.
  • Restrictions: None.
  • Major Spheres: All, Divination, Elemental, Healing, Summoning.
  • Minor Spheres: Charm, Creation, Necromantic, Sun.
  • Powers: Languages (Learn one new language per level, up to 8th level. This may be of any sentient species.); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.).
  • Symbol: Bowl with 1 strand of smoke coming up out of it.
  • Hol Kram, the Cathedral of Starry Wisdom, is located in the city of Na Kram.
Poritia Nove - demigoddess of the White Moon
  • Priest's Alignment: Lawful Good, Neutral Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). No Weapons required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bows (all), dagger/dirk, hand/throwing axe, javelin, knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Healing, Protection.
  • Minor Spheres: Charm, Divination.
  • Powers: Detect Evil (as per spell, 3x per day in addition to other spells); Turn Undead (as per Cleric in PHB); Permanent +1 to hit and damage vs. all Evil foes.
  • Symbol: White Moon on a Black Field.
Veltin Crimsea - demigoddess of the Red Moon
  • Priest's Alignment: Neutral Evil, True Neutral.
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); True Neutral priests can Turn Undead and Neutral Evil priest can Control Undead (as per Cleric in PHB); Shapechanging once per day, can turn into a Bat.
  • Symbol: Red Moon on a Black Field.
Argina Lustar - demigoddess of the Golden Moon
  • Priest's Alignment: Neutral Good, True Neutral
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Navigation (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; any shield that is circular or crescent-shaped.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Healing, Necromantic.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Inspire Fear at 5th level (2x per day, as per Wizard spell of 4th level); Chariot of Sustarre at level 10 Cast the spell once per day, for free
  • Symbol: Golden Moon on a Black Field.
Noxecatt - demigoddess of Underworld and Darkness - NOT actually part of the church
  • Priest's Alignment: Neutral Evil, Lawful Evil
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normall has infravision would have 120'); Control Undead (as per the cleric in PHB)
  • Symbol: White mound with a black portal on it.
Dralizar - demigod of thieves and the night - NOT actually part of the Church
  • Priest's Alignment: Chaotic Neutral, Chaotic Evil.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Disguise (required). No Weapons required; NWPs allowed: Priest, General, Rogue.
  • Weapons and Armor: Blowgun, bows (all), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: Charm, Divination, Protection, Summoning.
  • Minor Spheres: Animal, Elemental, Guardian, Plant.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Shapechanging at 8th level (as per Druid in PHB, but must choose nocturnal animal forms).
  • Symbol: White fox silhouette on a black field.

Dec 6, 2010

Paladins!

Gentle Knight was pricking on the plaine,
    Y cladd in mightie armes and siluer shielde,
    Wherein old dints of deepe wounds did remaine,
    The cruell markes of many' a bloudy fielde;
    Yet armes till that time did he neuer wield:
    His angry steede did chide his foming bitt,
    As much disdayning to the curbe to yield:
    Full iolly knight he seemd, and faire did sitt,
As one for knightly giusts and fierce encounters fitt.

But on his brest a bloudie Crosse he bore,
    The deare remembrance of his dying Lord,
    For whose sweete sake that glorious badge he wore,
    And dead as liuing euer him ador'd:
    Vpon his shield the like was also scor'd,
    For soueraine hope, which in his helpe he had:
    Right faithfull true he was in deede and word,
    But of his cheere did seeme too solemne sad;

Yet nothing did he dread, but euer was ydrad.

Vpon a great aduenture he was bond,
    That greatest Gloriana to him gaue,
    That greatest Glorious Queene of Faerie lond,
    To winne him worship, and her grace to haue,
    Which of all earthly things he most did craue;
    And euer as he rode, his hart did earne
    To proue his puissance in battell braue
    Vpon his foe, and his new force to learne;
Vpon his foe, a Dragon horrible and stearne.
- Edmund Spenser, 1596 A.D.


The Paladin is a crucial element in the battle between good and evil in the Valley of the Old Ones.  As servants of a higher authority, they are subject to review of their adherence to the laws of chivalry.  A brief word or two seems in order, so that a player who chooses this class would know what sort of Holy order they are buying into, in the game world.


There are, in the main, three orders of Paladins among the Westroners in the Valley of the Old Ones.  All three are lawful good, and have Paladins who are played exactly as the rules prescribe (no variation in class, alignment, abilities, etc).  There are anti-paladins (and worse) in the game setting, but these will be discussed another time.


First, is the Order of Knights of the White Lady.  The White Lady is one of many names given to the eldest daughter of the goddess Magenta.  She is the incarnate as the largest of the three moons that travel across the sky above the Valley of the Old Ones.  Her role in the world is to battle evil and monsters wherever they may be found.  In this she stands in opposition to many of those who are not good, but who still look to Magenta (the goddess of Magic) for guidance and power.  One of the curious worldly aspects of the White Lady is that fact that in her appearance as the large white moon, known by her proper name Poritia Nove, she casts no reflection on the Two Moon river.  For that reason, many evil creatures and men have decided that they are more safe in that region than elsewhere in the valley, and it is a magnet for vile creatures and beings of all stripes.


There are, of course, priests and monks and nuns of the White Lady, but those will be detailed elsewhere.  The Paladins of this order are a typical chivalric order, as was common on Earth around the 13th or 14th century.  A long period of training and serving as a squire would precede the actually conference of Knighthood on the player.  The act of passing from level 0 to level 1 coincides with being Knighted into the order (something that occurs before the start of the campaign for most characters).  A patent of nobility is expected from the family (even if impoverished) for those who would join this order.

Paladins of the White Lady will dress all in white robes - silk if possible.  Their symbol is a black heater shield, with a white disc in the upper right corner. This symbol - the shield with the white disc - appears on the breast of their tunics, on military pennons and banners, and also as the device on their shield.  Individual knights in the order do not wear personalized heraldry.

In addition to the normal chivalric duties of protecting the honor of women, defending innocents, and meting out justice the knights of the Order are primarily interested in vanquishing evil wherever it may be found.  This is a very aggressive order.


Second are the Knights of the Hearth.  This is an order that started out as a group of Priests from the Order of Brother Rudiger.  They had taken up vows to protect those villagers and towns folk who lived far away from the castles of their baronial lords.  Such people are always in danger of being set upon by one sort of danger or another.


After a while, it turned out that bands of the Priests from the order were doing more fighting than anything else, and that gave order to the Paladin's order.


These knights are sometimes known as the Peasant Paladins for they will accept anyone, regardless of a noble patent or not.  They have just as stringent requirements as the other orders, but welcome those of ability, rather than just those of a high birth.

The knights of the order are not interested in military adventures against strongholds of evil, nor do they seek questing.  These are simple, quite utilitarian knights who seek to protect the people that they serve from evil and injustice.  Never ones to back down from a fight, they also do not seek it out.  One of the things that many knights of this order secretly desire is to be able to fight, and perhaps sacrifice themselves, in  a desperate battle defending innocents against overwhelming odds of evildoers.


The livery of the Knights of the Hearth is quite interesting.  They do not have any heraldic symbol, choosing instead individually a set of simple clean livery, consisting often of just one or two colors.  In their pursuit of justice and the defense of the helpless, it is quite common for Knights of the Hearth to collect favors and to adorn their armor and weapons with the same.


Finally, there are is the Brotherhood of the Sword.  These knights came out of the Order of St. Lilliane, that formed when the Cathedral of St. Lilliane was defiled and destroyed by trolls.  The surviving priests took up arms, implored the local secular Knight, Sir Vallimor of Botts to train them in the use of arms, and thus the fighting order was born.  These knights took an oath on an inverted sword, and that remains their symbol to this day.


Of all the three orders, the Brotherhood of the Sword is the most prone to solo wandering and adventuring.  Given strongly to the idea of a quest or mission errant, the brothers will often go on long quests lasting years - following the code of chivalry the entire time they are out questing, always upholding the Paladin code, as well as the reputation and honor of their order.


The livery of the order is simple.  It is a white tunic, and a white shield, with a red upended sword portrayed on the center of each.  This, in simplest form, appears as a red cross.