|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:19 am
Magic
Lodoss is a land of great magic, mysteries, and power, but most of which has been lost to mankind for hundreds of years. Once, Lodoss was ruled by the kingdom of Kastuul, an empire of sorcerers. Five hundred years ago, their desire for greater power brought about their downfall, and their knowledge went down with them. In the aftermath of the fall of Kastuul, human mages have been trying desperately to rediscover the lost arts of Kastuul, but they have only just begun to scratch the surface.
Aside from sorcery and it's schools, there are two other kinds of magic; shamanism and clerical. Shamanism is most commonly practice by elves and other fae races, but it can manifest in humans. It is an inherited skill among the fae races, and it exists as a connection to their spirit kin. Shamanism works through the spirits by requesting the spirits of the elements to do their bidding.
Clerical magic is the magic granted to intiated priests of the gods. Falis, Marfa, Myrii, Rada, Cha Za, Falaris, and Kardis are the gods who grant boons of power to their priests. All clerics have the ability to perform blessings and/or curses, but only a few are granted the ability to heal.
Under sorcery, you will find the sub-schools of arcane, common magic, and necromancy.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:20 am
Magic: Shamanism
Elves, half-elves, centaurs, and grassrunners all have the inherent capability for the summoning of spirits and communication with them. Shamans spend many years bonding with the spirits from which they draw their power. The pinnacle of the shaman's power is when they can summon the physical form of great spirits that govern the course of nature. Shamanism is not a written lore and must be self-taught or find a teacher. The knowledge of shamanism is usually passed down through generations via poems and stories. Few humans practice shamanism due to the great amount of time needed to bond with the spirits summoned.
Spirits are summoned by a spoken chant, which is often poetic. They will respond to either elven or common tongue summons. The poetic aspect of a summon is not required, but the spirits do respond better to rhythm and poetry. Some shamans may interweave summoning with bardic songs. It is customary to thank the spirits after summoning them, and though this is usually done by a simple thank you, gifts may be accepted, such as sweet foods that help some spirits regain energy. Spirit Messengers
Very rarely does the ability to summon spirits manifest in humans, and when it does, these gifted individuals are known as spirit messengers. The ability might come from distant elven ancestry, or perhaps a spirit incarnate into a human child, or just because they have a higher spiritual awareness. Whatever the cause, the ability manifests in childhood, around the age of 7 or 8, and can be developed from there, often without training. Spirits
Shamans can summon various sorts of spirits; fairies, spirits of the dead, and elemental spirits of the four tangible elements of air, water, earth, and fire. Elves are bonded the elements of Air and Water, which they view as positive. They find the Earth element distasteful, as it is associated with darkness—this relates to their dislike of dwarves. Dwarves bonded with the Earth element, which the elves felt was a tendency toward evil. Elves are also distrusting of fire elementals, because fire is such a destructive force. Most elves won't summon fire spirits except in the most dire of situations, and when no plant life is threatened.
Most spirits exist in the spirit realm, which cannot be entered by normal humans, though spirit messengers are the exception. Elves can enter the spirit realm because they are so closely connected to their spiritual nature. The king of the spirits is Ento, who can be contacted by entering the spirit realm through an ancient tree. Each of the elements has a King spirit as well; air has Djinn, water has Kraken, earth has Behemoth, and fire has Efreet. To summon any king spirit, a shaman must prove that they are worthy of that spirit's power and forge a contract with it.
Spirits are everywhere. The elemental spirits exist within their elements, while others live within the plants and trees. However, a shaman must use a talisman of the element to summon the spirits—though elder and more skilled shamans can summon spirits without a talisman.
This is a list of the most commonly used spirits, but do not consider it complete! There are many kinds of spirits, and not all of which are listed below. Feel free to suggest the addition of more spirits, or use different spirits in game.
* Dark Fairies/Spirits
Dark spirits are malicious and sinister spirits that inhabit the shadows and are prevalent on Marmo. Dark elves are the only elves willing to summon dark spirits, but even they are wary of their power. Dark spirits are untrustworthy and devious, and can turn on their summoner if the shaman isn't strong enough for them. They are best at draining energy to feed their own lifeforce. Darkness is required to summon the dark spirits, but this can be as simple as drawing them from shadows. * Dryad
The Dryads are tree spirits. They dwell in every tree and tend to it's growth, though they are most concentrated in elven forests. Elsewhere, when humans cut down their trees, they usually die with the tree, but if a human dares to cut into an elven forest, the Dryads will attack furiously. A shaman can summon Dryad to move tree branches and entangle enemies in roots. Dryads can only be called forth from living trees. * Fairies
Fairies live in all plants and trees of the forest. They act as protectors and guardians of the woods and are the magical embodiment of the lifeforce of nature itself. In appearance, a faerie can be mistaken for small green insects, but on closer inspection a faerie is a forest green, minute feminine creature with busy dragonfly wings that sparkle and shimmer with magical faerie dust. Literally thousands of fairies can inhabit a single tree, but they do not reveal themselves to humans. It is unwise to purposefully harm a faerie, or the tree they inhabit; though they are generally defenseless, doing such could bring down the full wrath of nature and all the creatures of the forest upon the attacker. Fairies can be summoned from any living plants. * Flau
The Spirit of Ice, Flau exists mainly in areas of extreme cold, such as high mountains. They appear in snow and ice storms during the winter as well. Because of their rarity in elven territories, they are rarely summoned, and a shaman must be in their habitat, or have a piece of ice to summon them, but since the spirit is so hard to summon in normal circumstances, shamans that have an interest in using Flau may train enough focus to call the spirit directly from the spirit realm. Flau spirits appear as translucent green minute maidens, and look similar to Sylph, though the angles of Flau's features are much sharper, such as the cut of their "hair". They appear to have crystals embedded in their foreheads. Flau fly in cold air, but they will wither and dissipate in heat. * Gnome
A Gnome is an Earth elemental. They look like like large, ugly rocks, but seem to bear human characteristics; a large rudimentary face can be seen in the stone and they often lumber about on blocky legs. Gnomes are rarely seen above ground, but can be found in deep caves. They can be summoned by as earth elementals, and are useful for their great strength, power and fortitude. Gnomes are nearly impossible to anger and very patient, but if you threaten their home, they will become aggressive. Gnome can generally be summoned anywhere there is soil or rock. * Hyuri
Hyuri is the spirit of fury and looks very ogre-like. Very few shamans dare to summon Hyuri, for the fact that this spirit likes to attach himself to mortal minds and cause his victims to become berserkers. Usually, Hyuri will find it's own victims in their time of need when they become enraged. Hyuri is attracted to people with weak mental barriers. See the Afflictions page for more information on berserkers. * Invisibility Spirits
These invisible spirits are tricksters, but very helpful to a shaman who needs to hide. They are heavily favored by dark elves, but usually avoided by light elves. Summoning invisibility spirits will cloak the summoner or anyone or anything the shaman requests. When not summoned, invisibility spirits like to hide things and play jokes on unsuspecting people, but they rarely make themselves known among humans and remain in the spirit realm. Invisibility spirits can be summoned from anywhere. * Leprechaun
These goblin-esque spirits are the spirits of confusion. Summoning them will incite confusion, leaving the target of the spell dazed and disoriented. Leperchaun can be summoned from anywhere. * Salamander
Salamanders appear as flaming lizards, usually seen darting about in flames. They are spiteful, bull-headed, courageous and wild spirits. Salamanders generally have a nasty disposition and are easy to anger. It is important for anyone playing an elven, centaur, or grassrunner to know that the summoning of Salamanders is considered a taboo in these cultures because of it's destructive nature. Most mentors don't teach Salamander summons, but it's easy enough to figure out how to call to them once a shaman knows the basics of summoning. Salamanders can be called forth from a source of fire, or a spark. For example, a shaman may hit two rocks together, or strike their sword on a rock to make a spark, from whence to summon Salamander. * Sylph
Sylph, the spirit of air, appears as a delicate feminine fae, translucent and a blue or green shade. They are usually invisible unless they want to be seen. They are playful spirits who want little more than to have fun. Their attention spans can be sort lived, especially when it comes to lower level shamans. Sylph can be called from just about anywhere there is fresh air. In places where the air may be stagnant—such as deep in a cave, dungeon, or basement—Sylph may be harder to reach. * Undine
An Undine is a water elemental. In water, an Undine is almost completely invisible—looking just a little darker than the surrounding water. Out of water, an Undine appears as a liquid female form, swirling with droplets and streamers of water. They are not comfortable out of water, but can exist for quite some time in open air. They can be summoned as water elementals and are quite versatile in their abilities. Undine is called forth from a source of water, and shamans may carry a waterskin with them from which to summon Undine. * Valkyrie
Valkyrie is a powerful light spirit that is best used for offensive or defensive purposes, not for lighting. Valkyries appear as feminine forms carrying spears of light. They are noble and righteous and will answer the summons of someone on the side of light. Valkyrie can be summoned from any source of light; sunlight, firelight, even moonlight. * Will o' Wisp
Will 'o Wisps appear as bright orbs of light. They are mysterious, and gentle spirits, but will attack if threatened. They are commonly summoned for lighting dark places, and they can also be used to disorient an opponent. Will o' Wisp can be summoned from anywhere, but they are easiest to find in natural settings, far from human habitation.
King Spirits
The King Spirits are the masters of their elements and their power rivals that of the goods. A shaman can summon a King Spirit only if they have made a contract, or covenant with it. This contract is an agreement between the spirit and shaman that the spirit will help the shaman when it is needed, but it is a partnership, and should not be regarded as such. There are no spells that "use" king spirits; the spirit is summoned and help requested, and the spirit will decide on how to do battle with only a little direction from the shaman.
To meet with a king spirit, the shaman must enter a portal to the spirit realm where the spirit exists. After meeting the spirit, the shaman must pass a test of will and worthiness. If the King Spirit approves, the contract can be formed. Ento, King of the Forest Spirits
Ento is the king of fairies and exists in the realm of spirits. He can be contacted by entering the spirit realm through any Ancient Tree. His covenant is the hardest to attain, but many elder elves have come to gain his partnership. He is often turned to in elven forests for protection, and is very distrustful of humans. It is unlikely that a human or half-elf could gain his trust to form a contract. With his help, the elves of the Forest of No Return, Glassy Woods, and formerly, the Mirror Forest, put enchantments on their forests intended to keep humans out. Ento appears as a male elf with dark skin, as if it were polished wood. His long, flowing pale hair is mixed with vines. Efreet, King of Fire
The King Spirit of Fire, Efreet embodies that element. He appears as a monstrous flaming demon and is chaotic and destructive, which is why elves despise fire. As a rule, elves do not seek contracts with Efreet, nor would centaurs and certainly not Grassrunners. Human and half-elf shamans, possibly dark elves, are the only ones who would seek a covenant with Efreet. Phoenix, Queen of Fire
Phoenix, the great firebird, is the opposite of Efreet in the same element. Where Efreet and Salamander represents destruction, Phoenix symbolises rebirth. The fire elemental itself is reborn once every five hundred years. The most recent rebirth of Phoenix was in NRC 512 when the leader of the Fire Tribe, Nardia, threw herself into Efreet's embers as he departed. From there, she was reborn as Phoenix and exists to be summoned now. Phoenix does not require a contract to summon, but can only be summoned by a strong shaman. Djinn aka Aruku, King of the Wind
Djinn is one of the more respected elemental Kings by the elves. To Deedlit, he named himself Aruku, why, I can't answer. Aruku/Djinn appears as a elven man clad in white robes with handsome, stern features and long, flowing hair. Many elves seek to make a covenant with Djinn. He can be reached through a portal in the Tower of Dust Storms in the Storm and Fire Desert, or through other means through the plane of air devised by elves.
History of Efreet and Djinn and the desert tribes of Wind and Fire
Efreet, the Fire King, and the Wind King, Djinn, are deeply connected to the human tribes of the Storm and Fire Desert. The Wind tribe and the Flame tribe were once one people who lived in the grasslands that now make up most of Flaim. Fearful of the Kastuulian sorcerers, a powerful shaman of the tribe, Azhard, created a covenant with Efreet and Djinn to make them the guardians of the tribe. When the sorcerers of Kastuul intervened in the tribe's affairs the two spirits were released to defend the tribe. The once fertile land was torn asunder in the battle and created the desert that now exists.
The Fire Clan was enthralled with the treasures of Kastuul and chose to side with the powerful sorcerers. They betrayed the Wind Clan and had Djinn sealed in a sacred urn by the sorcerers. This made the Fire clan feel powerful, since they now had the only King spirit, so the Kastuulian sorcerers sealed Efreet as well. The pride of the Wind Clan was deeply wounded by the betrayal of the Fire Clan and for five hundred years, the two tribes warred endlessly with each other. There were brief periods of peace, but war always returned. When Kashue formed the kingdom of Flaim, there was a tentative peace between two the tribes, until the year 512.
Efreet was summoned again by the shaman Azumo, decedent of Azhard. Using Efreet, Azumo and the Fire Clan leader Naldia, declared war on Flaim and the Wind Clan. After a bloody battle nearly lost by Flaim, Deedlit the high elf made a new covenant with Djinn and freed him. Djinn discarded his covenant with Azhard and convinced Efreet to do the same. The covenant with the two tribes no longer exists.
Kraken, King of the Water
The Water King appears as a monstrous octopus with many eyes. A contract can be forged with it by entering the ocean, and then spiritually entering the plane of water using a talisman to seek Kraken. Few light elves make this journey, but many dark elves do because they live close to the ocean. Kraken can only be summoned on or near the ocean, so he really is rather useless to forest bound elves. Behemoth, King of the Earth
The King Spirit of Earth appears as a gigantic, anthropomorphic elephant with two extra sets of arms (closely resembles the Hindu god Ganesha). Behemoth can be found by being closest to his element, which often requires a journey in to a cave and a talisman that will allow the elf to enter the realm of earth. Because of light elf feelings about the earth element (relating it to darkness), they generally do not seek contracts with this King. Some dark elves do seek it, however.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:21 am
Magic: Sorcery
Sorcery, the discipline for shaping the world around oneself, either by the manipulation of matter into other forms and the use of certain primal energies. That is a basic definition of sorcery, a strange and mystifying way of interacting with and changing the world, sorcerers can spend their entire lives trying to study and master it. Each one almost akin to an artist, using the discipline of sorcery to paint their pictures onto the world, which is like their canvass in many ways. Through the discipline of sorcery, mages can effect the world around themselves in various means, either for defense, offense or manipulating the structures of living and non-living matter around them.
It is not beyond a skilled sorcerer's ability to manipulate even something as vast as the weather. Using the discipline of sorcery, a mage can channel vast energies as destructive fire bolts, change their bodies and perform other wonders, which to any primitive or non-magic using beings would surely make them seem almost godlike. Which is probably what much of the ancient primitive peoples must have thought of the people of Kastuul. The ancient kingdom of sorcery Kastuul was the seat of powerful magics, many of which are still lost to the people of Lodoss today. The ancient Kastuulians had mastered the discipline of sorcery to a degree which made them nearly all-powerful. And with that power came arrogance, which led to their eventual downfall.
With the downfall Kastuul many of the mysteries of mastering and using magic were lost, the discipline of Sorcery is just being rediscovered in Lodoss. Unlike other systems of magic such as, Shamanism or Holy Magics, Sorcery is a purely human system of manipulating magic. A discipline unique unto itself, but unlike its peers, many of its mysteries have been lost to the ravages of time when the Kingdom of Kastuul fell. But, with each rediscovery of a lost tome, scroll text or ledger the mysteries of this ancient discipline of magic grow closer to being solved and more fully reestablished.
Still, to achieve any level of power or skill a sorcerer must study, experiment and study some more. Many long hours both challenging and exhausting research are required for a mage to learn to use the discipline of sorcery. But to better understand what sorcery is, one must wonder whence the power comes that allows a mage to use sorcery. While no one knows for sure a few guesses are: Perhaps magic is a regenerating field of energy in which mages draw upon, another might be the force of magic itself is living force which some individuals are sensitive to and others are not. Those sensitive to it can manipulate it for different purposes, those who are not cannot. These are merely two possibilities, the fact remains that sorcerers can spend their entire lives seeking the answers to the mysteries of magic, and many do, but one must remember it is how one uses magic that determines their course in sorcery for good or ill, it must always be respected or it might just be one's undoing.
The Academy of Sages was one such place where those individuals who sought to learn more of sorcery, solve its many mysteries, and add their knowledge to what had already been rediscovered. The Academy was established and built in the year NRC 313 and served to teach many a student the myriad mysteries and wonders of magic for many years. This was until the Academy finally fell in the year NRC 509, due to the machinations of one of its former students, a dark wizard known as Wagnard. Having been cursed for studying the dark arts and banished from the college, Wagnard's revenge was complete he had succeeded in destroying the one great vestige of acquired magical knowledge, research and learning in Lodoss, since the time of Kastuul.
Despite Wagnard's efforts, the rediscovery of magic and its study continues in Lodoss, many of the Academy's former students continue in their efforts to bring this powerful and mysterious discipline back to its full grandeur in Lodoss.
In NRC 527, with the united efforts of the Sage of the North, Slayn, his students, and the restored Alanian government, the Academy of Sages has been reopened. It's not nearly as prestigious as it was before, with the loss of so many tomes, but they are pressing on to further develop the art of Magic and regain lost knowledge of Kastuul, while teaching new students from across Lodoss.
To play a mage, one must keep in mind that Lodoss magic is very limited. There are not many true mages in Lodoss and casting spells can be very draining on a sorcery. I will state now that I will only accept humans as mages. Elves and half-elves have their own natural magic, and though it may be possible for a half-elf (unlikely a full elf) to study sorcery, there are none who do! Mana
Mana is the source of power for sorcery. It is an energy that runs through the world and exists in all living things. Sorcerers and Wizards tap into this energy to cast their spells, however, the natural mana pool for humans is small and casting even minor spells can drain a Wizard's strength. For this reason, most mages don't use their magic except as a last resort. With time and training, a mage's mana pool will gradually increase.
Beyond training, one way to increase mana pools is through the use of very rare mana stones. Most mana stones in existence are relics of Kastuul. Many magic items from the time of Kastuul are enhanced by mana stones, such as the Scepter of Domination, Staff of Life, and Karla's circlet. Mana stones are not naturally occurring, so it can be assumed that in Kastuul, they enchanted these stones to increase their mana pools. Sorcerer vs. Wizard
There is a difference between the two; a sorcerer is someone with natural ability, or a inclination to sorcery. A Wizard is someone who has normal ability for a human, but trained to become a mage. Sorcerers are incredibly rare in Lodoss, those who exist are decedents of Kastuul, but there are not many of these families in existence, and many of them are unaware of there ability because it's something that must be taught.
Anyone can learn sorcery, but it is usually restricted to actual mages. A warrior can learn a very minor spell or two, the sort of spells only a first year academy student would learn. These are a drain on strength, however, and a warrior who wants to cast spells in battle could easily die after the casting drains him. These basic kinds of sorcery are called "common magic". Schools of Sorcery Arcane
This is the most widespread school of magic, due to the academy's reopening and due also in some part to Kastuulian ruins being in somewhat preserved states. A sorcerer from this school is versed only in book learned Kastuulian magic, somewhat archaic and draining of their physical energy due to the heavy magical influence of Kastuulian spells. Common
The school of common magic is a hodge podge of Kastuulian magic, human shamanism, and raw magical talent. Anyone can learn a few spells to assist them in adventuring, but these spells are often weak and cannot compare to that of a fully trained sorcerer. Necromancy
Necromancy, or demon magic is the darkest magic and its practice is shrouded in mystery. Demon magic is not tolerated in Lodoss, though there are many demonalators who practice on Marmo. Only dark elves, demons, and evil sorcerers can cast this sinister magic.
One who practices demonic magic is referred to as a "dark mage" or demonalator (one who invokes demons). They are evil, ruthless, and corrupt. Many are also priests of Falaris or Kardis, or other dark gods, and their powers are only enhanced by this. The dark gods can easily grant their most devote followers greater demonic powers.
Dark mages are notorious for summoning demons and evil spirits, as well as binding necromantic spells. They work in black temples and Gothic stone fortresses, practicing their powers of darkness and destruction. The requirements for the casting of their spells often includes ghastly and horrific ingredients, unspeakable rites, and blasphemous incantations. Many of the more powerful spells can require blood sacrifices.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:22 am
Magic: Clerical
There are five main gods worshiped in Lodoss now, previously it was Falis, Marfa, Falaris, and Kardis. Now as it stands, the main gods worshiped are; Falis, Marfa, Myrii, Falaris, and Rada. With the passing of War of the Destroyer's Resurrection, the dark gods lost many followers in Ashram's exodus from Marmo. Kardis influence has begun to fade as well, losing her many followers when they could no longer sense her presence. Other gods have small pocket cults or minor temples and shines in various cities and towns, with only a few followers. For each god or goddess there is a different clerical magic system. Spells are granted by the spirit of the god, or maybe taught by priests higher in the Order. Some priest spells are outlined in religious books, and can be cast from these books. For instance, the Book of Falis has many spells, which, as Priest of Falis, you may use to cast from.
Healing spells are a rare and highly sought after gift for clerics. While all priests can cast blessings and curses, only some are granted the ability to heal. Due to this, healing is at a premium so that the clerics can preserve their ability. To be healed, one must make a rather generous donation to the temple which can run anywhere from fifty to one hundred or more gold, depending on the supply and demand of healing. Though this may seem to go against the virtue of charity that most priests preach, this is the only way to protect the supply of healing magic available, and maintain upkeep of the temple.
If a priest, for some reason, abandons his deity (or is excommunicated) he loses the casting system for that god, rendering any skills he has for that system unless. He does not lose those skills; simply, he can no longer cast in that system of magic. If he ever returns or is brought back into the priesthood, he will be able to use that system again.
If a priest, for some reason, changes his religion (a priest of Falis becoming a priest of Marfa, for instance), he will lose the former casting system, rendering all those spells useless. He must then begin learning all knew spells under his new clerical magic system. For this reason, few priests change their religion unless they have good reason.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:23 am
Magic: Clerical: Holy Priesthoods
Falis, Marfa, Myrii, Cha Za, and Rada are the most powerful gods of light worshiped in Lodoss. Their will is served by their priests; men and women who have studied the word of the gods and devoted themselves to serving them and were granted a boon of power from their gods to exercise their god's will. Traveling Priests
Early in their lives as priests, many young clerics venture out in the world as a test. This often takes place at level two. Their mission includes spreading the word of their god and helping the less fortunate. Finding one of these priests is a great addition to an adventuring party as they will then have a ready healer and holy protection from any evil enemies they may come across. Love and Relationships in the Priesthood
The priesthoods of the light gods share the same view on love and marriage for their priests. It is not forbidden for priests to have sex or marry, as seen with the marriages of Leylia and Slayn, Etoh and Fianna, and Spark and Neese. However, they first chose to devote their lives to their god, so their service to their god must come first in their lives, spouses and children second. Most priests will remain chaste through their entire lives, though a priest that becomes promiscuous may be excommunicated. Love, however, is respected and considered a gift from the gods. Many clerical marriages often bring new generations into the priesthood, as the children of these marriages often follow in their parent's footsteps. Priest of Falis
Falis is the most loved and worshiped god in Lodoss. The great Temple of Falis stands as a brilliant white marble palace in Roid, the capital city of Valis. Every city has a smaller temple, and nearly every village and town has a shrine dedicated to the glorious God of light, where men and women are free to sing their praises and worship the mightiest of gods.
There are four orders of the priesthood of Falis. The first level is Acolyte, and they serve as the ones who help clean and maintain the temples and shrines, and help people in need on a day to day basis. The second level is Novitiate. Novitiates are priests in training. They attend the Roid temple where they learn the teachings of Falis and begin training in the art of magic. After undergoing a long journey, the final step in their training, they become priests of Falis. A priest has great power and knows many holy spells, but can only use his magic to save or help others. It usually takes four years to raise from Acolyte to Priest.
Most priests work in the major temples or perform services in the many shrines throughout the land, but some also go out into the world on a quest to help others in need. After many years, it may be possible to become a Bishop. A bishop typically runs a major temple, shrine, or leads classes in the main temple. Bishops also hold administrative positions. The High Priest is the figurehead of the Temple of Falis, acting as the religious leader for a term of five years. After these five years, the High Priest steps down and another bishop is elected to the position. Uniform
Priests of Falis wear uniform white robes trimmed with gold cloth. It consists of a white shawl-like mantle, open in front with a high gold trimmed collar; a long cape from beneath the mantle, and a loose white robe underneath that falls to the ankles and belted at the waist. For shoes, Falis priests wear sensible boots or sandals. See Etoh's design for reference. Priestess of Marfa
Marfa, goddess of creation, was the last of the gods of light to fall. When she fell, her soul and essence settled across Lodoss, and now resides as a powerful protective force. Because her spirit is so great, her priestesses are quite common and temples and shrines dedicated to Marfa can be found throughout the land.
The Grand Temple of Marfa is located north of the town of Tarba, in the northeast corner of Lodoss. The temple is near the domain of the ancient dragon, Bramd, and he served as a protector and advisor to the priestesses of Marfa, as he was the dragon who fought at Marfa's side during the War of the Gods. The high priestess of Marfa lives in the Grand Temple, the current high priestess being Leylia, daughter of Neese (the elder). It seems likely that her daughter, Neese (the younger) may be her successor.
Girls come from all over Lodoss to train to be Marfa priestesses, as the sect is limited to women only. However, they do have a small army of men and women loyal to Marfa. Most girls come to Tarba at fifteen or sixteen, but girls as young as seven or as old as nineteen are accepted as well. Early on, priestesses are taught a few basic spells, including healing spells and creation spells. Later, they can learn more advanced spells in other categories. Priestesses of Marfa rarely learn damaging spells, however they know that having the ability to fight and defend one's self is crucial, so a few combat and defensive spells are also taught. The girls also learn some basic self defense and are provided a dagger when they leave.
A year after they are first raised to priestess, young Marfa priestesses are sent out in the world to test their will and faith. They are expected to travel Lodoss, usually a round trip, and lend their skills and knowledge to those that need it. When they return, they will be given the chance to choose a temple or shrine in Lodoss they would like to tend, or to stay in Tarba. If they do not return within two years, and are found to have abandoned their duties, they may be stripped of their power and excommunicated. Uniform
Marfa priestesses wear long, shapeless white robes to hide their figure. These robes have a thick, layered cowl neck that falls about their shoulders. The sleeves are long, and end with gold cloth trimming the wide cuffs. In the front of the robe is a long, rectangular panel trimmed with gold. Along with the robes, Marfa priestesses always wear a gold upside-down crescent circlet on their brows, and a larger, matching pendant on their chest that has three gold dangles. For shoes, they wear sensible boots or sandals. See Leylia's design for reference. Priest of Myrii
Myrii is the god of war and virtue. He is a god of light, and his priests follow the ways of virtue and enlightenment. Myrii is a patron god of all soldiers so it is not uncommon for a priest of Myrii to bless an army before they go into battle. However, the army must be fighting for a just cause and their leaders must be of noble and virtuous nature.
Priests of Myrii are not warriors. They do not condone violence, killing, or bloodshed. "Battle with heart, not blade" is a common saying of priests of Myrii, meaning that a bloody battle is only to be used when all else has failed, and when it is the only avenue to destroy evil. Even so, priests of Myrii are extremely well tuned fighters, skilled in combat with nearly every weapon and masters of a fighting style akin to martial arts. They know many combat spells as well, but defense is the preferred tactic. "Use your enemy's own strength against him," is repeated time and again to all new acolytes. "Let your enemy wear himself down, then finish him with a single effective strike."
Priests of Myrii must uphold all Seven Virtues of Light, or risk removal from the priesthood (and losing all their powers). The Seven Virtues of Light are Honesty, Charity, Compassion, Justice, Valor, and Prudence. The priesthood is forgiving (as per Compassion), but severe violation or a clear movement into the darkness is punishable by excommunication (as per Justice). Uniform
Myrii priests are less constricted that the previous two priesthoods in their style of dress, but their main uniform has been recently redesigned. Formerly, it was a simple white and blue trimmed robe, as seen on Hobb. The current robes can be modified for ease of movement, but it is basically a white robe with a green cowl neck and a face-like symbol in black embroidered on the chest. See Grievas's design as a concept of the current uniform. Priest of Cha Za
Cha Za is the god of trade and commerce. His priests are strong advocates of the Three Virtues of Trade: Honesty, Charity, and Prudence. With these virtues in mind, any trade becomes fair and good trade for both parties. Most merchants claim to be followers of the teachings of Cha Za, but as many people know, this is certainly not the case. Many merchants seek to fill their own pockets, and priests of Cha Za do not condone such activities.
The main temple of Cha Za is located in Adan, a major trading hub for Lodoss. There are other major temples in Roid, Alan, Dragon Scale, and Raiden, with smaller shrines in other cities and towns where major trade routes pass. Unlike with other temples, training of aspiring priests may take place at any of the major temples.
Priests of Cha Za are a bit more relaxed and fun loving than priests of other orders. They are also known for dressing far more richly than other clerics. This is not to say they live it up, but rather, the priests of Cha Za understand that to live life well you must live life to its fullest. Despite the finery a Cha Za priest often wears, they should be be willing to donate their jewels and gold to those in need of charity. Their style of dress also gives deserving merchants more business by employing seamstresses, goldsmiths, silk traders, and other members of the fashion industry.
The most common spells employed by priests of Cha Za are called "Luck" and "Rack". Luck is a blessing of good fortune, which boosts the target's luck. Rack is one of the few curse spells used by priests of light and is the inverse of luck. Both are employed to help the fair or harm cheaters. Cha Za priests are also known for blessing items and weapons to boost the luck of the person carrying it. Uniform
Cha Za priests do not have a uniform. However, they do have a preference for white robes or dresses and jewelry. Many Cha Za priests may be quite fashionable. Priest of Rada
Rada is the God of wisdom and knowledge. He is the patron god of the arts, and loved by all who have the creative gifts. His priests and followers are outspoken advocates of peace, and believe in total non-violence, and his priests must take a vow of non-violence upon initiation. Priests of Rada do know defensive spells, but only those which incapacitate or otherwise dissuade attackers (Sleep, Daze, or other such spells).
Priests of Rada are generally highly intelligent, well-learned individuals who prize knowledge and art above all. They are renowned teachers and their schools are open to all, offering an unprecedented educational opportunity for both children and adults. Uniform
All Rada priests are given simple, plain robes in white, but they are free to dress how they please. Most Rada priests prefer dressing simply and conservatively and put little concern into their appearance.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Dec 08, 2008 4:24 am
Magic: Clerical: Unholy Priesthoods
Falaris, Kardis, Barbas, and Baylos are the most powerful gods of darkness. Falaris and Kardis have the only followings that rival the holy gods, while Barbas and Baylos are only worshiped by secret cults. All these religions are outlawed on Lodoss, and since Marmo is now a duchy of Flaim, the only place to worship any dark gods freely is Raiden. On Marmo, where dark gods once reigned superior, any priests that stayed behind now live as far away from Flaim settlements as possible to continue to worship their evil gods.
The War of the Destroyer's Resurrection decimated the dark priesthoods. Aside from the priests lost in battle and in the fall of Conquera, some left on the exodus, while most others abandoned their religions when Kardis' presence diminished. Once, her following was greater than that of Falaris, but now she has little more than a few cults left to her honor. Traveling Priests
Unlike in holy priesthoods, unholy priests do not make pilgrimages as youths. Considering that these religions are illegal, few priests are willing to leave the safety of their temples. When unholy clerics do travel, they do so conspicuously and only when necessary. Love and Relationships in the Priesthood
Followers of the dark gods often regard sex differently than their holy counterparts. Unholy priests may marry just as holy priests, but they are allowed to be more promiscuous. This often means not only casual sex, but the keeping of slaves or concubines. Some sects may use sex or rape in rituals. Priest of Falaris
Falaris, the terrible God of Darkness, is feared and loathed throughout Lodoss. His cult resides primarily on Marmo, along with other cults dedicated to the other dark gods. There are mostly human priests of Falaris, but many dark elves also follow the dark god. Dark elves see themselves as the chosen "Children of Falaris". A dark elf who is a priest of Falaris may use clerical magic along with their shamanism.
Priests of Falaris must perform horrid rites and bloody sacrifices to their god. Most sacrifices require a human or dark elf to be ritually sacrificed (often female virgins), but the sacrifice of a high elf is extremely well rewarded and can result in spectacular spell casting effects. Goblins and other semi-intelligent creatures are usually not satisfactory sacrifices, but can be acceptable in a pinch. Human sacrifices are often unwilling, but many times, a dark elf sacrifice may be willing if they are a devote follower of Falaris.
Middle and high level priests can begin to learn extremely potent black spells, and have easy access to their dark mentors and unholy tomes from which to learn.
Castle Conquera was once the main temple for Falaris, but after the war, it was nearly destroyed and abandoned by the priests. There are small temples and shrines in the Dark Forest and southern coast of Marmo where priests may find refuge. The largest Falaris temple is now found in Raiden, in a part of the city where few are brave enough to tread. Uniform
There are no exact uniforms for Falaris priests, but they prefer to wear dark robes in black, red, royal purple, and dark blue. See Garbela's design as an example. Priest of Kardis
Kardis is the abominable Goddess of Destruction and Madness. Her cult resides alongside the cults of Falaris, but was once more popular and far more powerful than those dedicated to the god of darkness. This was because Kardis was extremely strong and influential on Marmo. However, the Kardis priesthood is dying. When Kardis was sealed by Marfa, nearly all connections were severed to her. She can no longer grant boons to new priests. Existing priests have only the power she originally bestowed them with to spend. Because of this, many Kardis priests have either abandoned her, or became Falaris worshipers.
The main temple of Kardis was located beneath Castle Conquera, which acted as a sarcophagus to the goddess. This is where her resurrection was attempted, and in the aftermath, the temple was destroyed. There is a small temple in Raiden, and a few shrines in the Dark Forest and on the south coast where the remaining priests are now hiding. Uniform
There is no uniform for Kardis priests, though like Falaris priests, they often prefer dark robes. Priest of Baylos
Baylos is the dark God of Fire and Fury. Once, Baylos was the noble God of Fire and Justice, but he was drawn to the darkness, and his sense of Justice became twisted, corrupted with evil. Like their god, worshipers of Baylos have a twisted sense of justice as well. Most truly believe they are followers of Justice, the chosen of Baylos, and charged with the responsibility to seek deadly vengeance on all who trespass against the will of Baylos.
The Law of Fire, also called the Book of Baylos, is the chief text for followers of Baylos. It is, in essence, a book of law which lays out complex and excruciatingly detailed rules of right and wrong. Any who violate the slightest law are guilty of trespassing against Baylos, and thus, must be destroyed. The Law of Fire is so strict and precise, practically everyone violates at least one of the laws on a daily basis (be it an ill-spoken word, a joke, or a legitimate crime). Priests of Baylos are granted impunity from many laws, but acolytes and followers must follow the letter of the law. The Law of Fire is considered by most citizens of Lodoss to be a fraud.
Nevertheless, priests and followers of Baylos seek out and destroy those they believe are guilty, and sacrifice them to Baylos as an offering for power. Such human sacrifices are terribly blood. The worship of Baylos is outlawed in Lodoss, but there are cults dedicated to him in several towns and an actual temple in Raiden. Uniform
For discretion, Baylos priests dress normally, but when performing rituals, they wear blood red robes with flame embellishments. Priest of Barbas
Barbas was on of the few gods to survive the War of the Gods. Barbas (and a few other gods as well) fled to Crystania where they surrendered their bodies and took form in animals to hide from their enemies. Barbas originally took the form of a great tiger. Though he resides on Crystania, he still has several dark death-cults in Lodoss and Marmo. These cults are few in number, and work in dire secrecy. The worship of Barbas is illegal in most parts of Lodoss.
Priests of Barbas are extraordinarily skilled in necromancy. Fortunately, most priests are not too powerful, but those that are can be extremely deadly enemies. Uniform
Barbas priests have no uniform robes. During rituals, they will wear black cloaks.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|