Sinai Clergy - Works
Sinai Clergy - Holy Works - Olympian Pantheon


The following are descriptions of the religions based on the Olympian Pantheon, and thus mostly centered in Olympia - a Nordikan nation populated primarily by Katthas. Each of the major gods and goddesses is associated with a particular Sphere of Magic, and the College Esoterica actually has some of its roots in Olympian pioneering into the nature of magic. The rune for each god corresponds to the rune for the Sphere of Magic seen to be part of that god's domain.

Priests and prietesses of any of the Olympian gods acknowledge the existence of the other deities, but the deities are seen to be very jealous of their followers. It is not possible to be able to use Holy Works of more than one deity in the Olympian pantheon, nor is it possible to combine Holy Works of one deity with those of a foreign power.


Required Skills

Some of the religions of Olympia expect their priests and priestesses to be proficient in certain "related skills". Any such skill listed as a requirement must be purchased at "Average" level if the character is to be at Priest level (Average Religious Rank) or higher. Acolytes (Novice Rank) will typically have at least Novice level in the given skill, but if they are fairly new initiates, they may not have attained that level yet.

With the exception of followers of Dagh, all users of Holy Works serving the Olympian Pantheon are required to pay dues and tuition with the College Esoterica as part of their training.

For 2 points, the priest/priestess may be considered an Apprentice or Journeyman with the College Esoterica, and is expected to pay a tithe of all income earned to the College toward paying tuition. The character receives an appropriate Guild ring.

For 4 points, the priest/priestess is an Alumnus of the College Esoterica, and no longer needs to pay tithes, but it's assumed that dues are being paid to be a member of the Mages' Guild. The character receives a golden Guild ring indicating graduation from the College Esoterica.


Priestess of Ariel

Ariel is a goddess of the Olympian pantheon, depicted as a young white-furred, black-haired Kattha girl of apparently twelve years of age or so. She is seen as a prankster, but she also serves in the role of Goddess of the Underworld in the Olympian mythos, and also as messenger for the gods.

Ariel's priesthood is all female, and due to the locality of her center of worship, invariably Olympian Katthas. They dress in voluminous, conservatively-cut robes of white, with large ornamental headdresses.

Legend holds that Ariel manifests physically on holidays, and related stories have been tied to a schism within the priesthood of Ariel caused by -- purportedly -- manifestations by Ariel, in which it was found that she had been persuaded by a mortal to start worshipping the "Star". Since it's considered absurd, the idea of a deity worshipping another deity from an entirely different religion, this story is considered highly controversial, and not to be repeated in mixed company in Olympia. In any case, the priestesses of Ariel are still able to wield their powers concerning the realm of Spirits.

Holy Works:

  • Messenger: cantrip; spell; ritual - The magnitude determines duration, range and power of a little "spirit" messenger conjured up that acts under the direction of the caster. It is silent, and appears as if made out of wisps of white mist or smoke, in a form as drawn by the invoker. (During a ritual, the figure is drawn. During cantrip and magic spell use, the invoker must mentally "draw" the figure, which typically comes across as looking fairly crude and simplistic out of necessity.) The figure can change its shape somewhat, to "write" messages on nearby surfaces or hanging in mid-air, or to create little props to "pantomime" messages, portray maps, et cetera, but the nature of the spell is that it really doesn't fool the eye into thinking that the little figure is something real and solid. The "Messenger" can also be used as a spy of sorts, so long as the invoker remains in a trance, and "sees" through the "eyes" of the spirit. The Messenger is easily warded by all manner of spells and non-magical talismans, magic-resistant materials, et cetera, and easily dispelled.
  • Spirit Shield: cantrip; spell; ritual - At cantrip level, protects a single recipient. At spell level, can create a wall capable of surround the invoker and those recipients holding onto him. At ritual level, it can create a large barrier capable of protecting several people, or ward off an entire room. This provides a potent barrier against spirits, noncorporeal elementals, and also against spirit-based attacks. It also provides some defense against non-physical spells. The shield manifests itself in a misty surface about the recipient to be protected, so it is not a secret defense.
  • Sense Spirit: cantrip; spell; ritual - Cantrip: senses strong supernatural spirit activity in the area, and may give rough idea as to magnitude and direction in which the activity is strongest; may possibly grant more information about the nature of the spirit being detected, unless the spirit in question is particularly secretive; may be placed on an inanimate object or location rather than the caster, to serve as sort of an "alarm", should a spirit of sufficient strength break the barrier. Spell: can be used as above (with greater potency), but with increased duration, allowing caster to move about and "sense" such things as he encounters them. Ritual: Even more powerful version, capable of revealing much more information over a wider range. May even be used to communicate with some forms of spirits.

  • Banish Spirit: cantrip; spell; ritual - Cantrip: makes the caster's touch harmful to a spirit. Spell: caster can lob a spectral "bolt" at a spirit target, inflicting damage. Ritual: caster can lob a spectral "fireball" at a spirit target, or several bolts, inflicting damage against ghosts only. May also affect undead creatures somewhat, but is most effective against noncorporeal spirits.
  • Miracle Notes:

  • "Miracles" of Ariel generally involve personal appearances by Ariel herself, and uses of her Works without need for casting time, chants or rituals. They are most potent on holidays.
  • Strictures/Obligations:

  • Combat Undead: Obligation to protect people against undead creatures
  • Prohibition against Drunkenness
  • Prohibition against Lying (unless it's for a really good joke)
  • Prohibition against Blasphemy, Cursing
  • Prohibition against Fornication, Adultery, Murder, et cetera
  • Prohibition against Theft (unless it's for a really good joke)
  • Tithe 10% of Earnings
  • Letter-Writing: When abroad, must write letters to Ariel (or the Temple of Ariel) on a regular basis, describing one's adventures, and asking Ariel how she's doing. Enclosed gifts are strongly encouraged.
  • Required:

  • Lore of Sinai
  • Language: Olympian (native tongue)
  • Symbol:

  • The Spirit Rune (represents, in abstract, a little ghost)
  • Vestments:

  • White, conservative robes, and large headdress
  • Organization:

  • There is only one "High Priestess" of the Temple of Ariel in Parthos, and rumor has it that Ariel herself has assumed this role. Beneath the honorary title of "High Priestess" is a circle of experienced priestesses who actually oversee the administration of the temple collectively. Not all of these exercise Holy Works, but those that do are at "Good" Rank, and are known as "Elders", even though they may not be particularly old.

  • Shadow Priestess of Kasaris

    Kasaris Dagh, sister of the infamous Tyrne Dagh, was one of the first practitioners of magic on Sinai, and came to be reviled as one of the first sorceresses, elevated to a position as a "dark goddess" in the Olympian Pantheon. She is seen as a goddess of the night and of shadows, and a matron of thieves and spies. All of her priestesses are female Katthas, and her worship is centered in the land of Olympia, where shrines to her still stand, despite her dark reputation.

    Holy Works:

  • Wall of Shadow:
  • cantrip; spell; ritual - This creates a wall of "shadow" in front of the caster. At cantrip level, it is only a dim area that can still be seen through, offering little more than a slight shade. At minor spell level, it almost obscures light entirely, and also muffles sound and other senses somewhat. At ritual level, the wall can be made sufficiently large enough to encompass an area around the invoker, and solid enough to block out light, sound and other senses. What is more, though, the wall also serves to put up some resistance against magic as well, though it generally cannot deflect any spell more powerful than the magnitude at which it is cast. (i.e., cantrip blocks cantrip, et cetera)

  • Dispel:
  • cantrip; spell; ritual - This is a specific counter-measure to magical spells and certain "miraculous works". Usage of this power generally is incapable of countering any spell of a magnitude larger than itself. This is particularly potent against powers of the Sphere of Shadow, but generally does not have any effect against golems, undead, elementals, or permanently enchanted items.

  • Shadow:
  • cantrip; spell; ritual - A sphere of shadow forms around the caster, offering slight shade at cantrip level, obscuring her from sight (and muffling sounds) at minor spell level, and blotting her out entirely at ritual level, while major ritual level grants invisibility. This is a "smart" spell, and the invoker can deliberately drop its effects temporarily so that she can be heard, seen, et cetera; further, she is personally immune to it, able to magically "see", even though this is a true optical illusion.

    Miracle Notes:

  • Miracles of Kasaris generally take the same form as her Holy Works, though with greater potency and without the need for chants, rituals or casting time, in times of great need.
  • Strictures / Obligations:

  • Secrecy: Conceal one's face in public
  • Tithe 10% of earnings to the Temple of Kasaris
  • Pilgrimage: Must visit a Temple of Kasaris at least once a year.
  • Required:

  • Stealth
  • Language: Olympian (native tongue)
  • Recommended:

  • covert skills
  • Symbol:

  • Rune of the Sundial: 60 degree angle, representing a sundial marker and the shadow cast by it
  • Vestments:

  • Robes, leg-wrappings, hooded-cape and veil of purple. Designed so that the cape can be drawn about for concealment, or cast about for minimum encumbrance, with many hidden pockets.
  • Organization:

  • There are actually several High Priestesses serving Kasaris ("Good" Religious Rank), who collectively are the leaders of the sect of Kasaris. Each one is at least nominally considered to be the head of worship of Kasaris for a given segment of Olympia, and there is one who is known as the "Caretaker" of the head temple in Parthos. "Average" Rank earns the title of "Shadow Priestess", and "Novice" Rank denotes a "Shadow Acolyte". At present, there are no servants of Kasaris above "Good" level.

  • Member of Fortunatis

    Priests and priestesses of Fortunatis are described in terms suggesting that they act as Fortunatis' "body" in the material world, when he is not there himself. The body part chosen is meant to indicate something about the role that a priest may take. Only those who have reached "Priest" status or better may be known as Hands of Fortunatis -- the most common designation. Only those who have reached "High Priest" or higher may be a Mouth of Fortunatis -- a speaker on behalf of the god to the people. Laboring Acolytes are often known as Shoulders of Fortunatis, whereas wandering priests are often known as Feet of Fortunatis.

    Fortunatis is known as the God of Chaos, and he is seen as neither a good nor evil god by his followers. In "alignment" terms, he might be deemed "true neutral". Basically, traveling priests of Fortunatis will tend to help the downtrodden ... even if they deserve to be downtrodden. It is not unusual for a priest of Fortunatis, for instance, to assist a village against a band of marauders ... but then, if it looks like things have turned in favor of the villagers, the priest of Fortunatis will switch sides.

    Some try to characterize this as meaning that Fortunatis is interested in keeping the pot stirred, in keeping things moving. But as in the example above, it largely serves to cause conflicts to drag out and be even more bloody than they might have already been, and for this reason, priests of Fortunatis are widely unpopular. The main reason that they are tolerated is because they may occasionally offer blessings, or else they can be persuaded that someone else is deserving of receiving a curse.

    Holy Works:

  • Bless/Curse: cantrip; minor spell; ritual -- This spell is used before planting for good harvests as a blessing ... or to encourage weeds to grow there, as a curse. It can also be used before voyages to encourage safe ... or interesting travels. The spell itself cannot cause plants to grow, heal the sick, protect an airship from bad weather. It simply increases the chances of something good or bad happening to the recipient. Exactly what is beyond the invoker's decision -- He can bless a crop, but he can't specify that the blessing will be that the crop grows well. He can only specify in vague generalities whether he wants to "bless" something, "curse" something, to make life "interesting" for it.
  • Dispel: cantrip; minor spell; ritual -- Cancels spells and other magical effects of comparable magnitude.
  • Miracle Notes:

  • "Miracles" of Fortunatis are generally beyond the control of his priests, and happen in the form of odd events that happen around his followers. His followers quickly gain a reputation as "trouble magnets", but usually involve strange changes of fortune. For instance, a series of accidents may result in a pauper becoming wealthy, and a noble being brought to ruin.
  • Strictures / Obligations:

  • Help the Underdog: switch sides if necessary
  • Promote Interesting Events
  • Required Skills:

  • none
  • Symbol:

  • Rune of the Explosion (Chaos Rune)
  • Vestments:

  • Reversible robes (different color on each side -- typically turned out now and then to make appearance look different)
  • Organization:

  • There is no true hierarchy to the servants of Fortunatis. According to tradition, priests (and priestesses) of Fortunatis are selected by a wandering mad man who utters random phrases that are often accepted as containing hidden wisdom, and are picked apart in attempts to find hidden meanings. This mad man occasionally ordains an individual "chosen by Fortunatis" to join his ranks. Being a priest of Fortunatis really conveys no particular religious authority, despite one's "Religious Rank", but those who demonstrate the blessings of Fortunatis tend to receive gifts of hospitality and favors from Olympians, in hopes that they will be blessed in kind by Fortunatis. Due to the disorganized nature of this religion, there are charlatans who may try to pass themselves off at priests of Fortunatis, in order to curry favors.

  • Blessed of Dagh

    Tyrne Dagh was, according to legend, the first wizard of Sinai, but also the first sorcerer, dabbling in dark arts and making pacts with ancient spirits in exchange for immortality and godhood. Over time, he has taken on the aspect of a "devil" of sorts in Sinai mythologies, far overshadowing any reputation he may have once had as the first Illusionist. He is one of the foremost of the "dark gods", and his followers shed much blood in his name. While he may grant various dark miracles to his followers, and even enchant magical, cursed items, he is very unforgiving of those who fail to please him, and his priests and priestesses are almost certain to meet violent ends.

    Holy Works:

  • Mental Probe: minor spell; ritual - the caster has the ability to read the surface thoughts or emotions of a person, communicate telepathically, or locate a familiar mind within a room. The range and power of this spell is determined on the time spent casting it, and the mental weakness or resistance level of the target.
  • Dream Walk: ritual - The caster can appear in someone's dream and affect it to a certain extent.
  • Spirit Trance: minor spell; ritual - The caster falls into a trance and becomes "possessed" by the spirit of Dagh. This is a dangerous ritual, as not everyone wakes up from this trance, and Dagh may use this as a means of showing you if you've fallen out of favor with him. In minor spell form, the caster simply "communicates" with Dagh, but in ritual form he is actually possessed by Dagh.
  • Sleep: minor spell; ritual - The caster can make a victim instantly fall asleep. The intensity and duration of this spell is determined by the strength of the spell. While asleep, the target often has vivid dreams about the "realm of the gods" and the "realm of Dagh".
  • Concealment: cantrip; minor spell; ritual - Affects the caster only and allows the caster to sneak into areas they would normally not be allowed into, or slip out of a bad situation.
  • Miracle Notes:

  • Miracles of Dagh often involve ill omens and portents that accompany the movements of servants of Dagh (beyond their control), and the appearance of evil, supernatural creatures who may do the bidding of Dagh's Blessed.
  • Strictures / Obligations:

  • Keep the Mysteries of Dagh: Do not share them with outsiders.
  • Reverence: Do not speak of Dagh in familiar, casual terms, or use his name as a curse.
  • Pilgrimage: Must visit a Temple of Dagh at least once a year.
  • Required:

  • Lore of Sinai (Minor, Average)
  • Recommended:

  • Language: Olympian (Dagh's language, and the tongue in which his rituals are written)
  • Unholy Symbols:

  • Rune of the Mirror: A vertical line with a horizontal line branching off to the right at a 90 degree angle
  • Inverted Tree: A rune of the Tree of Life, turned upside down
  • Vestments:

  • Robes, hood of black (with eye holes)
  • Organization:

  • Though there is a temple of Dagh in Parthos, it is neglected, and not home to any official ceremonies. Worship of Dagh is a scattered, secretive thing, with no clear delineation of authority. So, there are likely a number of "posers" and "wannabes" in addition to "genuine" Dagh cultists. Thus, titles tend to be fairly flexible, as the leader of a given "cell" of Dagh Cultists may give himself lofty-sounding titles more presumptuous than his actual station. Terms like "witch", "warlock", "sorceror", "hierophant", et cetera are bandied about, among other things.

  • Back to Holy Works

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