GM Darren 1st Ranking GM

  Age : 39 Joined : 11 Jan 2007 Posts : 699 Location : Oshawa
 | Subject: Gods of Mythrendale Part1 Sun Nov 04, 2007 8:31 am | |
| The Radiant Fang - The Radiant Fang is the state religion of Ethengard. Its followers worship a great lion-god, sometimes embodied by an actual lion, sometimes in the form of a great muscled, white-furred savanna feline. Its tenets are of war and healing. Evil is never an acceptable path for any Fangites to take. A Fangite must compose himself according to the truths inscribed upon the Shield of Ethenis, said to have been given to the first King of Ethengard, by The Radiant Fang himself. -----1) A dishonourable victory is a defeat. -----2) A foe not your equal is no foe. -----3) Turning your back on the needy is turning your back on the Radiant Fang -----4) Evil thoughts lead to evil actions. -----5) Turn only to the blade if it is the last option; words shed serve the Radiant Fang more greatly than blood shed. Priests of the Radiant Fang strive for personal morality and to uphold goodness in all lands they travel to. Some are more fanatical about this than others, and widespread debate about the actual meanings of the Shield’s Truths has led to different interpretations and different enforcements of them. The leader of the church is called the High Paladin and that post is currently held by Muraeus, a savanna feline warrior priest renowned for his strength and benevolence.
Granted Powers: Roar - A Fangite can roar a moral boosting roar. Level 1 - All allies hearing the Fangites roar gain +1 to damage for 5 minutes, once per day. Level 5 - All allies hearing the Fangites roar gain +2 to damage for 5 minutes, twice per day. Level 12 - All allies hearing the Fangites roar gain +5 to damage for 5 minutes, three times per day.
The Midnight Claw - The Midnight Claw is a female cat deity worshipped primarily by the Forest Felines of Ethengard, though her influence as a patron of rogues has spread her popularity to other lands. The Midnight Claw is depicted as either a sleek black panther or a lithe, unearthly beautiful Forest Feline woman. Worshippers of the Midnight Claw are called Darkfurs, regardless of what race they actually are. Shadow and night are of paramount importance, and many aspects of this are represented by Darkfurs. Most adherents use the night as blanket to right wrongs and correct injustices by any means necessary. Some have taken the worship of darkness to a sinister and more death-aspected path. Darkfurs do not have any type of centralized church hierarchy, and the worship is more a personal action than public. Many towns with Darkfurs do not even have a building for a church, preferring to meet under cover of darkness and in natural surroundings.
Granted Powers: Veil of Shadow - A Darkfur may use this ability only when near total darkness (night time or underground). Level 1 - The Darkfur may become invisible for 5 minutes, once per day. Level 5 - The Darkfur may become invisible and inaudible for 5 minutes, twice per day. Level 12 - The Darkfur may become invisible, inaudible and leaves no tracks for 5 minutes, three per day.
Any type of speaking, attacking or incanting cancels these effects. If any sunlight is visible at all or if the Darkfur travels into an area of greater than dim light, the effect fails.
Halfel Bottomjug - The god of drink and celebration is the most widely worshipped god in the urban areas of Shireton. His followers are mostly gnomlings, but there are Mythren dwarves and humans who follow him as well. The basic tenet of Juggians is that every last drop of pleasure must be squeezed from life, like wine from a grape. Do not look to tomorrow, but only to now. Nothing is taboo to the Juggians, though severe violence and harming others in any way is frowned upon. Life is too short to be that serious, so laugh and have fun. Halfel himself is depicted as a fat jolly gnomling, always clutching a jug of wine and a long stemmed pipe. Structure and hierarchy of religion is unimportant to Juggians, as they consider their frivolity and celebration the purest prayers to their god.
Granted Powers: Protective Jig - 3 times per day a Juggian may dance a jig that confers protective benefits upon himself and allies. Each recipient of the jig takes ½ damage from normal weapons for the duration, which is equal to the amount of time the Juggian spent doing the jig. At level 10 the damage reduction applies to magical weapons as well as normal weapons. NOTE: The player must actually do the dance in order for this power to work. Descriptive actions will not be allowed.
Korliss Strongspear - This god of hearth and protection is most widely worshipped by warriors of the races of Shireton. Strongspear is the god’s gnomling name, the humans call him Strongsword, elves call him Strongbow and the dwarves call him Strongaxe. Korliss is most associated with protection, strength and righteous war. Use your power and might to protect those who can’t protect themselves and to defend your home is the credo of a Korlite. The god is almost always depicted as a benevolent, strong figure holding a holy glowing weapon and covered in gleaming armour. Each race has its own version of the Great Protector, the leader of the church chosen by his prowess at martial pursuits.
Granted Powers: Holy Weapon - A Korlite is automatically proficient with his god’s favored weapon. (Gnomling - Spear, Dwarf - Axe, Human - Sword, Elf - Bow) and can transform this weapon into a holy weapon. A Korlite may only have one such weapon at a time and the ritual takes two hours to perform and must be done in game. When a Korlite possesses a holy weapon, he may not use any other weapon. Level 1 - The Korlite must perform a ritual of uniting to create a holy weapon that strikes as magic. Levels 5 - The holy weapon gains an additional +1 damage bonus. Level 12 - The holy weapon gains an additional +1 damage bonus.
Curgin Darkrot - This twisted god is worshipped primarily by Undren gnomlings, though knines and other more evilly bent individuals get involved in its following. Disease, decay and rot are the driving forces of the church of Curgin. All things fall into death and it is the duty of a Curginian to help this along. The destructive powers of death, undead and fiery conflagrations are the hallmarks of Curginian worship. The ruler of the church is called the Harbinger and is based in the Undren city of Shady Pines.
Granted Powers: Black-heart - a Curginians’ heart is as black as death it’s self, for this it has great powers over poison and disease. Level 1 - A Curginian is immune to all uncommon poisons and diseases unless he chooses to be affected by them. Level 5 - A Curginian may bestow a disease by touch once per day. This disease causes an initial -2 to damage, and an additional loss of -2 to damage each day the carrier has it. A healing check of expert level is required to detect this disease. On the 10th day after contacting this disease the recipient dies. Level 12 - A Curginian is immune to all non-magical poisons and diseases unless he chooses to be affected by them.
Tayla the Defier - This religion began as an opposition to the building domination of the so-called good gods of Mythrendale. Tayla was a young human woman, who it is said, openly cursed the names of these gods and was destroyed by a group calling themselves the Ebon Cabal. For what is known, it is said that the Ebon Cabal consists of a number of high priests and priestesses from churches unknown. The Ebon Cabals’ goal is to prevent the ill spreading rumours that some churches are only out to brainwash or corrupt the innocent. It is said that Tayla’s strong hatred of these gods and what she felt as their hollow promises and false hopes, gave birth to her own divinity. The church of the Defier is hotly persecuted by most other faiths. Followers cannot risk the attention brought on by public gatherings and nearly all-church business is conducted in great secrecy. It is unknown what kind of power structure the Defiers possess, but they have struck all across the country, using guerrilla warfare and hit and run tactics to strike blows against all other faiths.
Granted Powers: Level 1 - A Defier is immune to all divine spells cast by 2 gods of their choice. (These choices cannot be changed.) Level 5 - A Defier gains a permanent +5 bonus to damage when battling a priest of any other god. Level 10 - A Defier becomes immune to all forms of compulsions and charms from any source except the direct intervention of a god or equivalent (GM’s discretion). _________________ Mythrendale... Unexplored land of the unknown... World of unanswered history. ***The time has come, Where will you stand?*** |
|