Order Faiths of Blamaker (3.5e Pantheon)
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- 1 Deities
- 2 Water house
- 3 Life house
- 4 Earth house
The Deities of Blamakar are powerful, and at the same time limited. They gain divine rank only through worship and any deity who loses large amounts of followers or simply ignores them will fade and die. By a similar pattern however, the path to godhood is quite clearly marked and obvious. If enough people believe in you, that is to say associate certain qualities and abilities to you without question, you too can become a god. In practice this has never happened to above divine rank 1.
The gods are separated into houses. Each deity is within one step of that house's alignment and all clerics must be within one step of both the god and the house's alignment. The houses may also be worshiped as divine forces in their own right. There are therefore effectively 65 different "gods", including the Druidic faith. The houses may be tied to an element, in which case it is the real that that element comes from, not the element itself that shares that alignment. Elementals are still neutral. Positive energy is tied to Law and negative energy to Chaos; adjust the alignments of undead and undead creating spells respectively.
There are no clerics without deities.
The order in which the information is presented is
LG : Trident : Water, Good, Law : Celestia domain (renamed Ocientica)
Symbol: A droplet of water.
Not surprisingly the water house is only really worshiped as an individual entity in coastal or island regions. The water cult teaches a certain outlook on life that may seem unfair or harsh to outsiders. In the bone all persons are held responsible for their own actions and for the actions of those they have authority over as those actions could have been forbidden or forestalled by them.
Clerical training is intensive and serious, taking a minimum of eight years. It is focused primarily of philosophy and traditional Law, and is designed to instill a deep sense of Justice in the Clergy. Clergy are taught that whilst physical violence is the last resort, it is an important one, and should be respected. Clergy wear blue with white trim.
The Water cult has few ceremonies, but worshipers tend to offer up frequent short prayers of thanksgiving to the "Lords of Ocientica" and make small but frequent (often weekly) donations to the temples.
The water cult takes sacrifices of fish and ship building materials.
LG:Greataxe:Strength, honesty, Bravery: Strength, Family, Force, Nobility, Magic.
Symbol: A crown on a wave
Bendigeidfran is a prominent deity in many nations, in fact due to his open nature and long history of valor he can be though of as the most well known deity in civilized lands. Unlike most other Water deities he also has a strong following in wilder areas, but there is some tension between the two groups. He teaches the virtues of strength, and demands that the strong should protect the weak. The family is central to his tenants. Those who turn on their own blood are considered the gravest betrayers of all.
Clerical training is similar to, and often takes place at the same time as, rights of passage in wild areas, and closer to military training in civilized lands. Clerics can be of either gender, but there is a male tradition, especially outside the city. Bendigeidfran's clerics wear deep blue and pale green.
Bendigeidfran's ceremonies are few and far between, but those that do occur are taken with extreme reverence. Clerics are often tested on physical fitness, as reliance on magic alone is considered worrying.
Bendigeidfran takes sacrifices in the form of livestock and weapons.
LG:Longsword:valor, battle, light:War, Charm, Competition, Courage, Glory
Symbol: A sword fashioned from a sunbeam.
Nisisen is a handsome and charming deity with followers the globe over. He is especially respected by soldiers and guards, as well as poets and athletics. He takes particular pleasure from friendly competition and sometimes turns up to athletic events in person. Trust is the watch word of Nisisen, to the point that he sometimes comes across as naive. However honesty is also considered vital.
Unlike the other Water deities, Nisisen does not allow mortals to choose his clerics, instead he chooses them all, in person. There is therefore little in the way of training, you are chosen for what you know, not what you may learn. There is a higher proportion of women in is clergy than in most other male deities'. All he asks is that is clerics wear a crimson ribbon on their person, most wear it as a bandanna.
Informal training leads to informal ceremonies and temples, most worshipers drop by whenever they can and give whatever they feel they should.
Nisisen takes sacrifices in the form of brightly colored cloth (traditionally dress material)
LN:Dagger:Treachery, stealth, darkness:Planning, Darkness, Inquisition, Retribution, Trickery
Symbol: A hooded face
Dark and brooding, Evnisisen often travels to put distance between himself and his family, and advises his clergy to do the same, lest they become targeted. Never trust those who have not earned it, never take advice or aid unless you know who offers it. Chaos is not fair, open or trustworthy, else we would not call it chaos! Protect your loved ones with your life, and make sure that those who find the bodies of those who cross you know why they died, lest more pointless death occur.
Suitable clerics are picked out very young, often around 6 years, sometimes shortly after birth. The decision is made on a verity of factors, including divination, but never race or gender. Unlike other clerics training begins before the candidate knows they are one, small orchestrated situations and test are thrust at them in everyday life. This process is often so good at teaching them all they need to know that they first get told that they are a candidate they are initiated as full clergymen. There is no official dress.
Evnisisen cares not for ceremony and cannot take temples. Act, don't talk. Watch, don't chant.
Evnisien takes sacrifices in the form of Nocturnal animals and dark cloth (traditionally died sail cloth).
LG:Shiriken:Beauty, Love, Suffering:Animal, Community, Dream, Liberation, Renewal
Symbol: A seven petal dog rose.
Watching over all lovers, although her stance on non-heterosexual relationships is still unclear, Branwen teaches of the sanctity of love, and the dangers that it can herald. She considers marriage the ultimate sacrament and her holy symbol is in fact the gift that her husband, Pwyll, gave her to seal their union. She too holds family in the highest regard.
Branwen's clergy are almost all women, though a rather effeminate group of men is growing. Training consists of equal parts theology and art, with many of her clergy making a living traveling with there troops and as poets. The official robes are luxuriant and heavily embroidered.
The ceremonies of Branwen are informal and optional, with the exception of betrothal and marriage rites, which are labyrinthine and strict. There are over a dozen sects, and all splintered over changed to these ceremonies.
Branwen takes flowers and feathers as sacrifices.
LG:Quarterstaff:Magic of all kinds:Fate, Luck, Oracle, Rune, Spell
Symbol: A silver mask.
Dutiful husband and honest enchanter, Pwyll is held by many other water gods as an example of what their followers should strive for in their married life. He is a solid support and fair master of the house. He does, however, have a darker side. As god of fate and magic, Pwyll already knows how the world will end, and has warned Evnisisen well, but the weight of the knowledge causes him much grief, the reason why he wears a mask is to prevent these moments of despair from upsetting his family and servants.
Clerical training is odd. Those who will become clerics are known from birth and as a result the church makes [U]no attempt[/U] to contact them. Then suddenly, one day, often around the age of 10-14, they are granted their powers. [B]Then[/B] the training begins. Involved and practical students are taught how to use their powers for the benefit of all. No pattern is apparent in the choices. The robes are silver, but wearing a mask is considered vulgar.
Few dedicated temples exist although many academies, magical or otherwise, have shrines to Pwyll. He would far rather his clerics where out and doing, metaphorically further away so that they do not see under the mask.
Pwyll takes intricate masks as sacrifices.
LN:Sickle:Death, undead, healing:Death, Healing, Renewal, Destruction, Undeath
Symbol: A golden skull
Death happens. It is a vital part of life. It is no more glorious or morbid than birth, nor is it any more sacred. But it is important. None, not even his/her high clergy, know why Pwyll's older brother/sister chooses to have two forms, or why one who preaches the sanctity of death is so happy to delay it. But it does happen, and the clergy try to be there when it does.
Clergy are often drawn to Arawn during times of grief, finding solace in his/her teachings. Training is on a master/apprentice system and most clerics have another trade which is also taught, typically grave keeping, embalming or midwifery. Plain dusky gray is the nature of these robes.
Unlike many of his/her water house family, Arawn has strict and involved ceremonies and large prominent temples. The ceremonies focus on the departed, the lessons they taught and the lessons they never learned, and on the process of grieving and then, of course, getting on with life. Death happens, but not yet.
Arawn takes sacrifices of dried plants and herbs.
NG:Lance:Craft, horses, travel:Craft, Creation, Metal, Trade, Wealth
Symbol: A leather saddle.
Youngest of the Water Deities by quite a few millennia Manawyddan was but a child when his brother Pwyll helped free Branwen. An honest and considerate child Manawyddan learned most of his skills as a craftsman from mortals, and still does in fact turn up at the workshops of the truly talented for lessons. He also loves horses, it is said that one of his steed might carry a man for over eight times as long as any other could without tiring. He teaches that making something is a true act, whereas destroying something is merely a lack of action. Destroyers are nothing more than pointless hatred. All things made by sentient races are beautiful in their own way.
It is almost impossible to become a cleric of Manawyddan unless you are a craftsman or have a profession connected to horses. The training is basic and broad and most clerics then go straight back to the workbench or stable, presenting a nasty surprise when their village is attacked by raiders... The city of Grolmistren was protected for three days solely by the Dukes stable boy and eight soldiers. There are no robes, but Clerics are obliged to wear a horseshoe broach.
Few actual temples or even shrines exist. Most clerics make do with a stable loft or workbench. As far as ceremonies go it is hard to unpick the superstitions of craftsmen and horsemen from the holy rights of Manawyddan, if such a distinction exists.
Sacrifices to Manawyddan take the form of craft items and images of horses.
LN:War Hammer:Healing, law:Mechanicus (Camtalla)
Symbol: A gear
Technically the youngest "house" religion the life house is focused of one thing and one thing only. Law. Chaos is the bane of all life, let not chaos it affect your judgment or life. Be as the Inevitables, Emotionless, relentless in the pursuit of order. Order is simplicity, seek it wherever it may be.
Clerical training is mostly mental, with clerics being presented with a wide variety of challenges and puzzles designed to promote logical thought. The church is rigidly hierarchical and efficient, run on the principle of a perfect balance in authority and responsibility. The robes are white with black bands denoting the nine levels of the church.
The temples and ceremonies of the church are both simple and many. There is in fact a different main service for [B]every day of the year[/B] with the other services changing weakly.
The Life Cult takes Sacrifices in the form of gears cut to exact Pi based dimensions.
LN:Bastard sword:Rulers, laws, judges:Wealth, Pride, Nobility, Community, Courage
Symbol: A scepter on a shield
Supreme executive power is derived from a combination of the will of the people and divine providence. Only those who have the blessing of Altur are fit to rule and all rulers must be constantly aware their fitness to govern is under constant scrutiny. As the law is an extension of a ruler's will then it is sacred and must be treated as such, so long as it comes from a ruler with the blessings of Altur.
Clergy are often drawn from noble families and prominent legal families. The training is surprisingly informal, an inevitable turning up periodically to criticize and comment on their overall life until they are deemed worthy. They wear golden robes with no sleeves.
The ceremonies of Altur are almost identical to that of the life house, such that they are mostly viewed as interchangeable. Altur tends to have a large annex in a Life temple, rather than a temple of his own.
Altur takes gears of gold as sacrifices.
LG:Longsword:Trust, memory, dreams, portents:Dream, Liberation, Glory, Oracle, Purification
Symbol: An open hand.
Only with bonds of trust and respect can a true nation be forged. Only those who trust and can be trusted are fit to lead. However there are times when the wise trust in higher powers and portents. Bear this in mind.
Clerical training occurs in the dreams of the new cleric, without the presence of any other clergy, the only time a cleric is introduced to his brethren is after his inauguration, each trusting him to be as he says, and trusting Galhied to warn them of pretenders. They wear pale blue robes trimmed with violet.
Galhied's ceremonies are in fact, like most life house deities, a sub-category of the life house ceremonies. They take place in the early evening and are often focused on the subject of faith and trust, often as one unified ideal.
Galheid takes gears of glass and other transparent materials as sacrifices.
LN:Shortsword:Messengers, retreats, spies:Windstorm, Travel, Portal, Celerity, Storm
Symbol: A man on a cloud
Rolmin recognizes that for order to prevail, orders must be followed. But to be followed they must first be delivered. Through all adversities and difficulties, the message must get through. Swift but sure, messengers are agents of a sacred duty.
The first part of the clerical training mirrors dogma well. The prospective cleric must bear a message to the senior brother of initiates. The senior brother's shrine is always located in a dangerous and harsh location, but there is always a safer, easier path to the shrine. Those who take that path are rewarded. Clerics wear sturdy brown and white robes that include trousers rather that a gown.
Rolmin's ceremonies are not part of the Life house services, instead they are simple chants and prayers designed to be usable on the move.
Rolmin takes gears of rare woods as sacrifices.
LN:Rapier:War, duels, negotiations:War, Competition, Strength, Destruction, Time
Symbol: A bladed gauntlet
Lord of war and peace, Bedwyr makes it clear that both are tolerable states of affairs only as long as the other isn’t more logical. There are more shades than simply war and peace, defeat is often a greater hardship that war. All must fight as they know best, be it as a spearman, a knight, a general or as a negotiator. Captured warriors deserve respect and treatment as you would desire to be treated.
Clerical training is often integrated into military training, so he is one of the few deities who have to advertise. Clerics are expected to juggle dozens of different training regimes and those who realize to neglect those that are not their natural strengths and focus on those that are is the message of their god are rewarded. They wear a stylized helm rather than robes to accommodate their armor.
Bedwyr's ceremonies are the ones near the end of the morning in Life temples.
Bedwyr takes gears of both bold and silver (both in the same gear) as sacrifices.
LE:Battleaxe:Death, betrayal, murder:Death, Trickery, Suffering, Slime, Undeath
Symbol: An empty full face helm.
Order and peace are totally sacred. Everything else is an abomination and must be avoided, by any means necessary. Other than that, learn to focus power at a point rather than across a broad front.
Clerical training is a non-issue for Lucan. He takes his clerics from the ranks of his brother deities’ applicants who cannot reconcile their deity’s commands with their conscience. This form of "poaching" clerics is said to reduce conspiracy but in fact increases it. They wear robes of a dark red with bronze.
Lucan's ceremonies are the last in any given day.
Lucan takes gears of Brass as sacrifices.
LN:Light Hammer:Defence, forts, armor smiths:Creation, Protection, Metal, Knowledge, Planning
Symbol: A palisade shield.
The true forces of order are those that relay of what is made and what is permanent, not personal melee. One man in a fortress can hold off a hundred for many days as he has learnt to use the world as a shield. Creation is the ultimate act of Law. Destruction is Chaos incarnate.
Clerics of Ywain come from areas outside the standard royalty/military background of his piers. Instead he draws on those who would leave the world better (e.g. with more stuff in it) than they took it. His clerics are always on the look out for new craftsmanship talent and skill, especially amongst stone masons. His clerics wear highly embroidered green and silver, often with pockets.
Ywain's ceremonies are at the start of each day.
Ywain takes stone gears as sacrifices.
LE:Spear(any):History, grudges, feuds:Magic, Rune, Summoning, Envy, Hatred
Symbol: A staring eyeball.
Order is supreme. All else is impermanent and more importantly chaos. Build yourself an island of order and ensure that all on it follow their instructions perfectly. Free will is only a virtue inside the bounds of orders. Curiosity is only a virtue where is decreed to be needed, elsewhere it is poison. March into the cage of true Law in joy.
Griflet chooses only those who are true leaders as clerics. Training involves many totally unrelated and pointless tasks, questioning which is punishable by brutal beatings or worse. Yours is NOT to question! His clerics wear iron grey robes.
Griflet's ceremonies are taken in the middle of the morning.
Griflet takes iron gears as sacrifices.
LE:Heavy Pick:Earth, Evil, Law:Baator (Terrorix)
Symbol: An uncut stone.
Power and Order are synonyms. There is no path to power that does not move faster with Order and all paths to true Order require great power over those who would resist.
The clerics of the Earth house are stern, serious and hereditary. The children of these clerics are taken away at a very young age and versed in the ways of the gods by a different temple, raised in commune. It is not uncommon for an Earth house cleric to have no idea who their parents are. In fact few care, they are the spiritual children of the church. The church also takes in very young orphans, up to five years old. All ordained clergy wear brown and blue robes.
The ceremonies of the church are slow, long and conducted entirely in Terran. The temples are large and simple affairs, often appearing to be little more than uprooted slab of bedrock, which the older ones are.
The Earth house takes gems, stone idols and root vegetables as sacrifices.
LE:Spiked gauntlet:Power, tyranny, ownership:Protection, Domination, Force, Pride, Tyranny
Symbol: A black crown
Rulership is vital and important. As such only those with the blessings of the earth house should be allowed to rule. Failing that the earth house should be the power behind every throne, every crown.
Clerics are chosen only from royalty, the church knows that noble families fear for their heirs and often place a younger son (or in those places where men don't rule a daughter) in the relative safety of a church. The church of Mordred is usually that church. The training is often difficult but the clerics in training live in reasonable luxury as befits persons of their status. All clerics wear robes of deep green.
The ceremonies of the church are conducted by one cleric but most of the work is done by the congregation, lacking an altar the churches dedicated entirely to Mordred have thrones for the clergy and a floor for the congregation.
Mordred takes sacrifices in the form of crown, coronets and rings.
LE:Sickle:Magic, fate, dark justice:Luck, Fate, Storm, Mysticism, Mind
Symbol: Two red eyes behind a veil
Magic is all that is permanent. All else is a fleeting illusion of impermanence. The pursuit of knowledge and magic is all, everything else is a temporary distraction. Age and experience are the rewards of a life well lived, youth is a time of waste and ignorance. All learning comes from system and order.
Clerics of Morganna are trained by a group of junior clergy. The training is long and knowledge based. Before they become a full cleric they must set up a "black coven", a mundane cult to Morganna designed to entice the young and impressionable and hopefully turn up a few new candidate clerics.
The ceremonies of Morganna are totally secret, her temples are small and centered around a fire or cauldron. Only her clerics and a few powerful arcanists are ever permitted to be present.
Morganna takes sacrifices in the form of masks.
LE:Dagger:Schemes, plots, usurpers, assassination: Darkness, Illusion, Inquisition, Planning, Pact
Symbol: A ring of six daggers.
The true path to order lies through gaining total power. The true path to total power is NOT through power at all however but through control. Control exerted behind the veil. Let all think they act willingly when all along they jump and dance to your chosen tune.
Clerics are chosen on the basis of personality, those who can charm and manipulate are selected, as are those who can read others. Clerical training is a private affair, one student per teacher, with all the secrets handed down by word of mouth and memorized. There is no official dress.
The ceremonies are conducted in a peculiar fashion with three clergymen conducting apparently contradictory ceremonies at the same time, creating an overall pattern of symbols and subliminal messages in the congregation’s mind without actually saying them.
Matholwch takes a wide variety of objects as sacrifices, the nature of the giver determining what item is appropriate.
NE:Heavy mace:Death, aging, time, corruption and corrosion: Death, Time, Envy, Hatred, Greed
Symbol: A caved in skull
The end of eternity is nothing but an empty void of cold and space. THAT is true order, devoid of life, devoid of heat. All other things are chaos disguised. Nations are anthills of lies, machines a maze of action, these are not order at all! Death is pure and permanent. Those who kill and those who are killed alike are pure after the fact.
Clerics to Maasakar are chosen, not from the nobility or the powerful like most Earth clerics, but from those who show, from an early age, a true desire to cause pain and death. The church focuses and hones this anger like a skilled weaponsmith until it is a sharp and hidden edge. They wear deep browns and reds.
The ceremonies to Maasakar are few, mainly funeral rights, as are her temples, mainly small shrines in hospitals and assassins' dens.
Maasakar takes sacrifices in the form of living (currently) animals and sometimes sentient creatures too.
LE:War hammer:War, weapons, traps, sieges:War, Metal, Cavern, Portal, Rune
Symbol: A granite wall
War happens, it is part of the dynamic order of existence. As such those who truly seek order must understand it. The effect of training and equipment on soldiers is geometric, a unit of well trained soldiers can hold off many times the amount of their lesser brethren mere arithmetic may dictate.
Clerics are drawn from and trained in the army. The strong, the nimble and the smart are favored candidates. The clerics don't have robes but instead emboss their holy symbol on their armor.
The rights of Melthizon are focused on war and tactics. They tend to be short and simple, with the decoration and internment ceremonies being far more extravagant. Temples are integrated into fortifications.
Melthizon takes weapons and armor as sacrifices.
LE:Greataxe:Execution, Laws, torture:Destruction, Retribution, Suffering, Strength, Liberation
Symbol: A noose of razor wire.
For Order to prevail there must be laws. For there to be laws there must be punishment. For punishment to mean anything it must be able of being greater than balance, for balance returns to the start and punishment is designed to instill fear. In order for laws to operate also all knowledge must be available. This must be archived by any means necessary.
Clerics are drawn from those who would uphold the law at any cost, and those who would carry out it's decisions with equal vigor. Their training reflects and re-enforces this feeling.
Rights to Ma'el always involve the punishment and admission of crimes and take place in her make shift temples set up in torture chambers or around punishment/execution equipment.
Ma'el takes torture devices and the lives of criminals as sacrifices.
LE:Battleaxe:Anger, destruction, passion, slaughter:Competition, Madness, Mentalism, Wrath, Pestilence
Symbol: A rotting hand
Many say that emotions are not order and that machines and logic are order. But emotions are part of nature and if order is above all else then is not the true order of nature order? Just as random patterns in the sand appear chaotic but are caused by predictable tumbling of sand controlled by tiny yet perfect order so the emotions of the mind are a gate to a higher order. Open that gate.
Clerics are chosen on the basis of talent and expression. Typically seen as Chaotic traits the church takes these and molds them into an Orderly whole. Over the time they are with the church the clerics become both more orderly and more expressive, a strain that drives many to madness or as the church calls it, the higher states of Order. The robes are covered in intricate swirls of color that appear random but are governed my delicate mathematical formula.
The ceremonies and temples are similar in feel, making many outsiders question the nature of the church.
Molmis takes art of all kinds as sacrifices.