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| Dioxin04-19-07, 07:03 PM | I really like the idea of heresies presented in Powers of Faerun. The way it was set up in the book mechanics wise was neat and easily usable for a DM. In fact, I'm already dreaming up future plot arcs involving heresies to ensnare the group's cleric and the rest of the party. While I've been thinking over the idea I've also come up with a few heresies of my own design, which I hope some DM might be able to use as a springboard for introducing unexpected antagonists or even allies to their group. They're a bit thicker on the fluff. Feel free to critique. I might post a few more depending on the reception and how inspired I'm feeling. In fact, anyone have some choice faiths in mind? Scales of Succor Heresy: Originally a splinter sect from the Cult of Shared Suffering, the Scales of Succor teach a distorted mingling of beliefs from the faiths of Ilmater and Loviatar, while worshipping both deities as two facets of a greater truth. Central to the heresy is the tenant that the amount of suffering that exists in the world at any one time is finite, and indiscriminately relieving suffering in the absence of causing equal or greater suffering to those deserving of punishment will only set loose the relieved pain back into the world, whereby it might again torment the innocent. Opinions within the heresy differ on who exactly are those deserving of succor or torment, with each gathering of heretics being influenced by the prejudices of its leader. However, all heresy adherents work with enthusiastic zeal to inflict the greatest amount of suffering upon their chosen victims, in addition to relieving the suffering of the faithful and worthy. Scales of Succor heretics have access to the Law, Healing, Pain*, Strength, and Suffering domains. They use the light flail as their favored weapon. When casting weapon of the deity, the heretic can choose to create either a +1 merciful light flail or a +1 vicious light flail. Cleric believers in this heresy must be lawful neutral or lawful evil. *If you're not using this domain in your game, replace it with Retribution. Outer Star Heresy: Heretics of the Outer Star believe that the Weave is without moral bias, and indeed by its very nature cannot and should not be swayed by any concepts of morality. According to this belief, the later incarnations of Mystryl's church have strayed down a false path by venerating quasi-divine figureheads still bound to their own sense of once mortal humanity, whom meddle overmuch in the trivialities of the material world and cause divine imbalances that devastate the overall stability of the Weave. They point to the emergence of the Shadow Weave, something according to the heresy should never have existed, as the greatest proof of their beliefs. Outer Star heretics hold that Mystryl foresaw the eventual fate of her church, and to prevent a future collapse or usurpation of the Weave, placed the divine inspiration for aspects of magic that would not be embraced by those assuming her mantle into a fount of power hidden in the deep astral. Outer Star heretics venerate this source of power, which shares the heresy's namesake, and teach a doctrine of personal empowerment and exerting one's will upon the world through mastery of what most would consider evil and forbidden magic. Rumors from enemies persist that the heresy is actually worshipping a darker power, possibly the divine remnants of a deceased dragon god of evil and selfish magic named Kalzareinad whose religious symbolism prominently features the star. Despite their opposition to Mystra's moral favoritism and their penchant for dark magic, believers of the Outer Star reserve their greatest hatred for Shar and her corrupted Shadow Weave. Outer Star heretics often dabble in esoteric forms of magic, such as invocations, truenames, and incarnum. Worshippers often pledge themselves in hidden rituals to the Outer Star. In return, many receive the initial spark of sorcerous power, or the even darker secrets of warlocks – which the heresy calls starfire mystics. Cleric believers must be lawful evil or neutral evil, and have access to the Evil, Knowledge, Magic, Spell, Tyranny, and Undeath domains. Their favored weapon is the morningstar, with their weapon of the deity being a +1 frost morningstar. Hands of Kozah Cult: This heretical cult of Talos believe they are keepers of a sacred duty that date back to the age of Netheril. They hold themselves to be divine agents of change, who sweep away the old and weak with whispered word and cleansing flame. This allows the young to grow into strength, and give thanks to the Storm Lord for their own brief moments of triumph, before they too fall to weakness and are swept away by His endless fury. According to the heresy's own histories, the divine landscape that once shaped all worship within the empire of Netheril grew stagnant over time. Thus, Talos, then known as Kozah, decreed that all would be cast down and made anew. By a trail divine portents, the followers of Kozah discovered the arcane prodigy Karsus and subtly manipulated him throughout his formative years, so that one day, the archmage to be could ascend to become that era's greatest, albeit unwitting, agent of Kozah's will. Hands of Kozah cultists devote much of their efforts to causing the collapse of societies that are beset by internal corruption and spiritual stagnation. Their emphasis on behind the scenes manipulation in conjunction with open displays of force, as well as their focus on both destruction and the opportunity for growth, places them at odds with the rest of the church. The faithful of Talos have in turn tolerated, ignored, or sought to destroy the cult at different and what seem to be completely random points in history. The Hands of Kozah is one of the few heresies to have a large proportion of druid worshippers. Cleric cultists must be chaotic good or chaotic neutral, while druids must be chaotic neutral. Clerics have access to the Destruction, Fire, Renewal, Trickery, and Storm domains. The cult's favored weapon is the scythe. Their weapon of the deity is the +1 flaming scythe. Grand Peace Heresy: Peace at what price? While many among the faithful of Eldath struggle with this question in their veneration of the pacifist goddess, the Grand Peace heresy believe they have the only sane answer, peace at any price. Followers of the heresy believe that only in times of peace do rulers have the luxury to even consider the need to preserve nature. In addition, they preach that the true cost of war is rarely predicted before hostilities begin, and the potential for destruction and violence will always be greater than under even an imperfect peace. Heresy advocates use the history of the elven Crown Wars to support their views that in a large enough conflict, even those that normally show the utmost respect for nature and peace will readily trample their once inviolate ideals. Grand Peace heretics work tirelessly to ensure that wars on a grand scale do not break out. Towards that end, they are willing to commit any individual act, no matter how vile, in the name of the greater good of peace. This usually involves acting as intermediaries in negotiations of diplomacy and appeasement, but believers will not hesitate to quash dissent with violence, or even assassinate a champion of freedom, should they see a great enough need to do so. The heretics still see the traditional teachings of Eldath as an ideal, but an oft impossible one to uphold in an all too unforgiving world. Grand Peace heretics have access to the Charm, Planning, Plant, and Protection domains. Cleric believers in this heresy must be lawful neutral or neutral evil. Their favored weapon is the unarmed strike, which is enhanced by weapon of the deity into a +1 defending unarmed strike. (While we're on the subject of Eldath, whose idea was it to make her weapon of the deity a mighty cleaving light mace? Sure, the merciful ability was still new, but defending had been around since the beginning and was used plenty of times for other gods. And why wasn't the weapon a quarterstaff or unarmed strike? Making it both mighty cleaving and a light mace is so out of place I feel dumber just contemplating it.) I also have an idea for Sune's faith, but that's for later. |
| Lord Karsus04-19-07, 11:35 PM | -Though it's not as detailed as any of those, I've had the idea in my head for a while of a Heresy of Corellon Larethian, where those particular adherents had a more tolerant view of Drow, and were more like Eilistraeeans, in that they want to redeem them before they slay them. -Another I recently though of involves Siamorphe. Basically, those followers of Siamorphe take a very "Hitlerian" approach to things, and believe that they need to be physically and mentally superior to the pesants that nobles are supposed to rule over. |
| Spelldancer04-22-07, 01:31 AM | I dont have Powers of Faerun, but looking back in my Faiths and Avatars book, I think there is one that might fit here. Auril - Daughters of Istishia preach about how Istishia is the servant of Auril. They claim to follow Auril, but their teachings and beliefs actually help Istishia. |
| Chamber10105-12-07, 06:31 AM | Great post Dioxin. I dont have Powers of Faerun yet but am working with a Helmite Heresy in my campaign right now. I wont post anything yet as my players come here but if this thread is still running I will revisit it. |
| ericlboyd05-12-07, 06:53 AM | While I've been thinking over the idea I've also come up with a few heresies of my own design, which I hope some DM might be able to use as a springboard for introducing unexpected antagonists or even allies to their group. These are very nice. --Eric |
| Nero's Boot05-12-07, 09:28 AM | The Green Man heresy When Finder Wyvernspur slew and stole the divine power of Moander, many of the more deranged of Moander's druids saw it as proof that Moander represents more than mere rot and decay. Amongst some of the first converts to Finder's faith, these druids believe that Finder Wyvernspur was never really a real person--that, in fact, he was an avatar of the Jawed God, and that he heralded a metamorphosis from rot to rebirth, a cycle they believe Moander has gone through many times. They call this synthesis of Moander and Finder "the Green Man," and all such druids and clerics have taken the appropriate feats to channel the power of dead Moander. Finder, for his part, finds this heresy unconscionable, but, as he embodies all the cycle of life (including rot), he has so far been unwilling to smash the heresy outright. --Green Man cultists believe that, one day, Finder will become Moander again NB |