Sinai Clergy - Works - Seven Sisters
Sinai Clergy - Holy Works - The Seven Sisters
The following is a listing of Holy Works (spells) associated with the followers of the Seven Sisters of Babelite lore. Each Holy Work can be purchased for 1 character point for a priestess of the appropriate religion. A single cleric may purchase only Holy Works that are listed for the specific deity she has purchased Religious Rank for -- Even though priestesses of the various Seven Sisters acknowledge all of them as goddesses, each of the Sisters is jealous of her followers. No one person can serve multiple Sisters and receive Holy Works from more than one of them.
(An argument could be made for a possible exception to this in that the leader of Babel -- the Sabaoth, High Prince or High Princess -- is considered to be a priest or priestess of all the Seven Sisters and lesser deities of the Babelite Pantheon. The leader of Babel is responsible for leading certain ceremonies, such as the "Greeting of the Sun", and to preside over ritual mourning for major disasters. However, this does not impart any miraculous abilities upon the leader of Babel.)
Each Holy Work is available at multiple levels: cantrip (prayer), minor spell (chant), minor ritual, and major ritual. The cost for each work is the same, whether or not the priestess is able to use it at all of those levels. Some works are useless for a priestess who can only use cantrips or minor spells, if the works in question can be only used at ritual level.
PLEASE NOTE: These rules are presented here to some extent "in case we ever use them." As of this writing, for some of these priesthoods, no roleplay log has ever shown a priestess ever actually using miraculous abilities. There has been no "on-camera" evidence that the "healing" abilities of the Yodhrinala are really anything other than medical treatment with a bit of ritual added for flair, for instance. The existence of these rules should not be read as a precedent that all, most, or even any Yodh of a particular goddess presently exist who have any magical abilities.
Required Skills
The priesthoods of the various Sisters have assorted required skills. Any such skills are assumed to be acquired at Novice level by the average Acolyte (though new initiates may not yet have attained this level), and must be purchased at "Average" level before ascending to the title of Priestess.
There are also several other standard requirements for the priesthoods of the Seven Sisters:
Female. In Babel, there are only priestesses. In the outlying territories, there are smaller settlements where the most gifted servant of a given Goddess happens to be a male, and thus there may be a priest now and then, but these are not officially recognized by the central temple in Babel.
Eeee. Only the bat-like Eeee are considered to be official priestesses of the Seven Sisters.
Speak Babelite. Babelite ("Eeee") is the language of the Seven Sisters, and all their priestesses are expected to be able to speak, understand, read and write it fluently.
It should be noted that the majority of the priestesses of the Seven Sisters do not employ "Holy Works". There are many "mundane" tasks that the priestesses perform that may be more important to their advancement than the ability to work "miracles". While being able to perform Holy Works guarantees a certain amount of prestige for a priestess, it does not guarantee her a predominant place in the temple hierarchy. (It certainly helps, though.)
Seven Sisters
Babelite myths contradict each other on several points, but the most widely accepted story of the Seven Sisters is that they were the first deities created by a union between the creator god Bael, and the earth goddess Vael. According to myth, Vael was slain by Bael, and Bael was in turn slain by his own daughters. The Seven Sisters are seen as cruel, manipulative, and forever squabbling entities that abuse individual mortals for their own pleasure and as pawns in their machinations against each other, but collectively come to the defense of Babel against its enemies (as a matter of pride).
The Seven Sisters consist of:
Inala: Goddess of Pleasure
Sunala: Goddess of Death
Blakat: Goddess of Conflict
Gorphat: Goddess of Affliction
Rephath: Goddess of Vengeance
Zakaro: Goddess of Sorcery
Barada: Goddess of Secrets
Ranks
In the standard rankings of the priesthoods of the Seven Sisters, there are only three distinct divisions: Acolyte, Priestess and High Priestess. As a rule of thumb, there is generally only one High Priestess for any temple -- The actual skull of the given priestess may be "Average", "Good" or "Expert", depending upon the size of the temple in question. A small temple may only have a single true priestess in it, who would gain the title of "High Priestess" there, even if she only has "Average" ability. When dealing with larger temples, however, she would only be referred to as "Priestess".
The High Priestess in charge of each of the main temples in Babel is at "Expert" level of Religious Rank and Magical Talent, and is considered to be the authority regarding worship of her particular deity. As of this writing, there are none who are at "Adept" level. Anyone who displayed that much power and influence would likely rise to a position of leadership and be known as the new High Priestess. Any beneath her -- even if of "Good" or "Expert" level -- would be known as "Priestesses", even though those within the sect would be aware of the gradiations of power between various priestesses.
Miracles
There are specific entities that grant the powers regarded as "miracles" by the priestesses of the Seven Sisters. This power is separate from the Holy Works employed by these same priestesses. Even before these seven goddesses started appearing in the "Dream Realm", priestesses were performing magical rituals in their names. However, in recent times, these same priestesses have been able to perform "miracles" as well, from time to time, because the entities that are associated with the identities of the Seven Sisters have been able to use their magical power to act directly through their servants.
The "Dream Realm" plot is ongoing, and some of the "facts" stated in this article may soon be out of date after its writing.
As of this writing, Barada and Gorphat do not grant miracles to their followers, although Holy Works are still performed in their names. (Their particular Dream Realms have been destroyed.)
Yodhrephath (Daughter of Rephath)
The Yodhrephath serve Rephath, Babelite Goddess of Vengeance. Sacred to the Yodhrephath are the ceremonial dagger/balance, and the double-bladed battle-axe. Yodhrephath concern themselves with acts of vigilantism, and thus are expect to have at least some ability at combat, and possibly skills lending themselves toward detective work, to track down offenders.
Holy Works:
Hunter's Fortune: ritual - This blessing increases the chance that the path of the Yodhrephath will cross that of the prey. This involves long rituals on the part of the priestess to be undertaken on a regular basis - at the start of each new day - in order that something might happen (maybe) to push the Yodhrephath toward her quarry. The effects of this can be countered with opposing Chaos Magic (to increase the chance that the quarry will not be found), or with Shadow Magic (to obscure the location of the quarry not only from pursuers, but also from the chance and circumstance of Chaos Magic).
Howl of the Groks: ritual - This is to be performed by priestesses at whatever time that it is supposed the quarry might be sleeping. It torments the target with nightmares ... the most typical being that he is running for his life, the subject of a "wild hunt", with the baying groks heard in the distance, and gaining ground on him, likely with imagery mixed in to make it clear that Rephath is the one after him, and reminders of his offense. This can be countered with Dream Magic (to protect against magically induced nightmares), Shadow Magic (to make it impossible for the spell to correctly target the intended recipient), or superstitious preventatives (plugging one's ears with horrib wax when going to sleep at night).
Judgement of Rephath: ritual - This can only be performed with the ceremonial dagger-and-balance of Rephath. This spell is used to determine if the suspect is indeed guilty of the offense he is accused of. The direction the balance tips will indicate a "yes" or a "no". If it cannot find an answer, or if the accusation simply cannot be answered "yes" or "no", then the balance will not tip. This is not to say that a Yodhrephath is beyond huckster tactics to get the desired answer. This ritual is not infallible. The result can be thwarted with magical or even psychological means. It is more likely to be successful if there were many witnesses. It may reveal "guilty" even when it is not true, if the suspect believes for whatever reason that he is guilty, and may be pushed toward "innocent" if the suspect believes the other case. A suspect who is mentally deranged, subject to a split personality, or subject to brainwashing or considerable mental self-control can set off the results in this manner. The results can be thwarted by Shadow Magic (hide result), Mind Magic (obscure suspect's viewpoint of crime), Chaos Magic (influence which way balance will tilt if outcome is not clear).
Find the Path: ritual - This may be performed with a ceremonial axe of Rephath. If used properly, the axe head will point (theoretically) in the direction of the suspect. It gives no indication of distance, and if the suspect happens to be halfway around the globe, it would point down, so the further away the suspect is, the less immediately useful this spell is. This involves a ritual, typically at the start of a day, at the end of which the axe is used to determine a direction. It does not continuously track movements. And, if the axe is unable to find a bearing, it's entirely possible the Yodhrephath will head off in an erroneous direction. Typically requires a specific identity to track, and works better if some article belonging to the target is possessed, to get a "scent" from. Cannot be used to locate "the one who killed Tekkis' nephew", without it being known who this murderer is. It finds location, not guilt. Results can be thwarted by Shadow Magic (hide subject), Mind Magic (hide subject's mind from the spell), Chaos Magic (influence accuracy or lack thereof of ritual, prompting axe to point wrong way).
Miracle Notes:
Miracles of Rephath are largely confined to events of chance and circumstance that happen to cause the paths of a Yodhrephath and her quarry to cross. Rephath occasionally makes appearances in the "Dream Realm".
Strictures / Obligations:
Vigilanteism: Seek out those condemned by the Yodhrephath, and carry out punishment against them.
Vengeance: Seek vengeance for any slights committed against oneself, against the name of Rephath, or against the Babelite people as a whole.
Poverty: All earnings go to the Temple of Rephath
Proper Disposal: Any slain in the name of Rephath must be granted proper burial -- or denied it -- depending upon the severity of the transgression.
Pilgrimage: Must visit a Temple of Rephath at least once a year.
Required:
Weapon/Combat (at least one)
Language: Babelite/Eeee (native tongue)
Symbol:
Ceremonial dagger/balance and double-bladed axe of Rephath, or representations thereof
Vestments:
Temple: Baldric of Transgressors: a long drape, upon which are written or sewn the names of offenders marked for death or punishment by the Yodhrephath, and a short description of their transgressions, and the names of their victims; ritual red fur markings; hair is to be worn braided
Abroad: Leather and chitin ceremonial armor; ritual red fur markings; hair worn in braid
Yodhinala (Daughter of Inala)
Yodhinala are priestesses of the Babelite Goddess of Pleasure, Inala. There are also males among the "Children of Inala", but none of these ever become priests, serving in the shrine but exerting no authority. Yodhinala are all selected from the "Children of Inala", having been bred for the role, and invariably displaying idealized characteristics of the Babelite notion of beauty, and trained in at least some form of entertainment (dancing, music, et cetera).
All Yodhinala are born into the role, and they cannot leave the priesthood save by death. Losing one's beauty due to age, injury or disease is a sure end to a Yodhinala's career, likely to follow in suicide, lest she be subject to the ridicule of her jealous rivals (and subsequent humiliating execution). For a singer to lose her voice would be similarly disgraceful, and likely to prove fatal for the priestess.
Holy Works:
Charm: cantrip; spell; ritual - This spell may be used passively or focused. Passively, it increases the invoker's apparent beauty and charm, despite the species or inclinations of the viewer. (This is a mental effect.) The magnitude of the casting determines the general effect, as well as how long it lasts without "maintenance" by the invoker. It doesn't control the mind of the viewer, though weak-minded individuals and womanizers may be particularly affected. If focused deliberately upon an individual, the effect is tailored specifically to charm that subject, in an attempt to grant the invoker influence over the subject. Generally most effective upon weak-willed individuals, those with loose morals, or those already favorably disposed toward the invoker.
Pleasure: cantrip; spell; ritual - Invokes feelings of pleasure in the recipient(s); may be spread out over a general area of effect, or focused (with more potency) upon a single individual. More effective upon weak-willed individuals, those with loose mortals, or those already favorably disposed toward the invoker. Does not grant the invoker any particular control over the victim, though the weak-willed find it addictive.
Miracle Notes:
Miracles of Inala in the physical realm are largely confined to bursts of "pleasure" felt by all those around someone specially blessed by her, or an intangible aura of attractiveness that causes others to be more inclined to react favorably to her servants.
Restrictions / Obligations:
Priestess for Life: May not leave the Yodhinala except by death.
Be Pleasing: Losing one's ability to perform and one's physical perfection is cause for death.
Spread Pleasure: Promote hedonism and living for the moment.
Spendthrift: Do not save money - It is to go to the Temple, or be spent frivolously.
Pilgrimage: Visit a Temple of Inala at least once a year.
Required:
Language: Babelite/Eeee (native tongue)
some sort of entertainment skill (singing, dancing, music, et cetera)
Symbol:
Rune of the Flower
Vestments:
Formal: white veils; ritual blue fur markings
Disgraced: red cloth and chitin, face mask
Yodhblakat (Daughter of Blakat)
Yodhblakat are priestesses of the Babelite Goddess of Conflict, Blakat. Blakat is a "dark goddess", and one who is known as a wild-haired, wild-eyed, blood-furred brigand who takes anything and everything by force, and envies anything possessed by others. These aspects of her nature shape the nature of the "culture" of the Yodhblakat, and have an impact on Babelite society.
Nothing is ever given to the Yodhblakat. To do so is an affront punishable by death (or at least a very sound beating). The Yodhblakat are expected to take anything they get by force. Sometimes, this is just ceremonial ... a person seeking to make an offering to Blakat goes to the shrine with the offering, and gets it forcefully taken away by the Yodhblakat. (The risk, however, is that the supplicant, if he has anything else of value on his person, may found it taken as well.)
There is a curious exemption of legal responsibility when a Yodhblakat seeks to take something. Traditionally, a Yodhblakat may attempt to take anything, and not face legal ramifications for it. If someone resists the Yodhblakat's efforts, the Yodhblakat is free to use violent or even deadly force. However, the person being so opposed is free to use any means at hand to fend off the Yodhblakat. If a Yodhblakat strikes down someone and takes something from them, then legal authorities can take no action against the priesthood. If, however, a peasant manages to overpower and even kill a Yodhblakat in the defense of himself or his property, officially he should expect no punishment from the authorities or the temple of Blakat for his actions.
There are exceptions, though. A Yodhblakat who abuses her privileges might find the local peasantry ganging up against her the next time she tries to bully someone. Or, if she takes on a noble, that noble might well snuff out the offending Yodhblakat, then quietly give the temple of Blakat some compensation (or, that is, send a servant to have it forcefully taken away) to smooth over any hard feelings. Largely, this tradition is meant to make certain that a Yodhblakat gets rights to room, board, clothing and basic necessities when traveling on Blakat's business, when in the realm of Ashdod. Other cultures are not going to honor the tradition of the Yodhblakat.
A beginning Yodhblakat is given absolutely nothing save for a ceremonial dagger, and is expected to procure her own robes and armor, preferably by violent means. (New Yodhblakat are often sent outside Babel for this, lest they bother the nobility.) Inductees into the Yodhblakat are forcibly taken from their parents as children, and are often selected on account of having reddish fur and/or hair. They're always female Eeee.
Holy Works:
Rage: cantrip; minor spell; ritual - For the duration of the Holy Work, the usual "Fragile" Disadvantage of Eeee is cancelled out, and the invoker's Strength and Toughness are each increased by one Rank, with a high resistance to pain. At minor ritual level, this bonus increases by two Ranks. At major ritual level, several Yodhblakat may be enfused with Rage at once, and enjoy an increase of three Ranks of Strength and Toughness. A Yodhblakat under the influence of Rage is essentially a berserker, only able to make close combat attacks, and fighting in a frenzy against the designated target, compelled to keep fighting until knocked unconscious, killed, or until the foe is downed, slashing at anyone and anything that gets in her way, and beyond all reason.
Goad: cantrip; minor spell; ritual - Acts as a "suggestion" of sorts, though only to encourage the victim to act upon his base, violent, irrational instincts. At cantrip level, only affects a single target; minor spell level may affect a small group (up to four individuals); ritual level could incite a crowd in a tense situation into rioting. Also serves to cancel out mental effects meant to encourage peace and tranquility.
Miracle Notes:
Blakat is rarely interested in direct intervention in the affairs of mortals on the part of any of her priestesses. Aside from the use of Holy Works, they are generally considered to be on their own.
Strictures / Obligations:
No Vengeance: May not act in vengeance for a fellow Yodhblakat who has been fairly bested by someone she failed to take something from.
No Charity or Bargaining: May not purchase, trade or freely accept anything.
Avenge Insults: Must punish anyone who blasphemes Blakat (such as by offering a gift)
Appearance of Blakat: Must maintain wild hair, torn clothes, disheveled appearance
Trophies: Must stop to take trophies from any slain foes
Way of the Brigand: Must acquire belongings (when outside Temple of Blakat) by force
Poverty: All earnings go to Temple of Blakat
Travel Light: Cannot own more than what can be carried on person
Pilgrimage: Must visit a Temple of Blakat (and bring any earnings) at least once a year.
Required:
weapon skill or fighter package
Language: Babelite/Eeee (native tongue)
Symbol:
Bloody Dagger of Blakat (or representation)
Vestments:
None per se; Yodhblakat is expected to dye head hair red, optionally fur as well, and to scavenge bits of robes and armor for attire, keeping a wild appearance to hair and expression
Yodhsunala (Daughter of Sunala)
Yodhsunala are priestesses of the Babelite Goddess of Death, Sunala. Sunala is another one of the "dark goddesses", and erroneously held by many foreign cultures to be associated with necromancy. It couldn't be further from the truth, as necromancy is considered an abomination to Sunala -- robbing her of what is rightfully hers. The worship of Sunala involves blood sacrifice, and it is considered a disgrace that any Yodhsunala should die by anything other than violent means. (It is rare that a Yodhsunala lives to a "ripe old age".)
Many of the Yodhsunala have no miraculous gifts at all, but are actually highly trained assassins, selling their services to whomever is deemed the most "faithful" (by virtue of generous offerings at the Temple of Sunala). Those who do, however, hold power over life and death.
Holy Works:
Sense/Obscure Life: cantrip; spell; ritual - At cantrip level, the Yodhsunala can test a body for signs of life; a minor spell allows the Yodhsunala to test the local area for signs; a ritual allows the Yodhsunala to search a general area for miles in search of large concentrations of life. This is a very imprecise power: it may reveal that there is a "powerful life force" in the area, or it may report that there is a large amount of "life" in the jungles (which could turn out to just be a bunch of bugs and plants). The more specific the caster is in what she is looking for, and where, the more specific the results.
In its "reversed" form, this spell can be used to hide signs of life. At cantrip level, the Yodhsunala can suppress certain signs of life, such as the putting off of scent, and can slow down her own breathing and heartbeat somewhat. This spell is sufficient to cloak the Yodhsunala against many types of lesser undead that seek out living victims. At minor spell level, one or more recipients can be so "cloaked", that remain in close proximity to the Yodhsunala. At ritual level, a larger area, such as a campsite, can be magically obscured from "life-sensing" means. At major ritual level, an entire city could be cloaked. This does not provide invisibility or stealth -- It is simply a specific countermeasure against certain "life sensing" magic, such as that used by the undead, and used for targeting various types of long-range spells.
Heal/Harm -- cantrip; minor spell; ritual - This only works on physical wounds, and cannot be used to remove tattoos or re-attach or regenerate severed limbs. It also will not work against ailments, though it may in some cases work against toxins. This work can be "reversed", in order to inflict injury instead, but requires physical contact with the recipient, and may be resisted. Wounds healed via this work still have a certain magical "imprint" left on them -- At some later time, a Yodhsunala may invoke the "memory" of these wounds, causing pain to the recipient, making it feel as if the old wounds are being opened up again. This "imprint", however, begins to fade in a matter of weeks, and is completely gone in a few months. (Going into a magic-free area will negate the "imprint" entirely.) At minor spell level, this may be used to allow a willing wounded recipient (already weakened) to pass into death painlessly.
Sustain -- cantrip; minor spell; ritual - In cantrip form, this helps to reduce fatigue in the recipient, though long term usage is unhealthy. As a minor spell, this can help a severely wounded individual hang on, while at death's door, and it can also be modified to help a fatigued recipient stay awake (though, again, this is unhealthy for long term use). As a ritual, this is often used for the Srinala, as it allows nutrients to be given to an unconscious subject intravenously, without benefit of needles or the like, and it also serves to keep unused muscles from atrophying, and perform a number of other essential functions for sustaining a comatose recipient.
Mark of Sunala -- ritual - This is a very specialized ritual generally used only by the head of any given temple of Sunala. One application is to transform an infant Eeee girl to be in the image of Sunala -- with black fur and white hair. Another is to apply this ritual to a mother before the embryo even comes to be, to produce a child in the image of Sunala, even to the point of having pupilless, white eyes. (An inevitable result of this is that the child is blind.) A child born in the image of Sunala in this fashion is known as a "sunala" (in a lower case, lesser sense), and is destined to eventually be sacrificed. Sometimes, there is a flaw in this transformation, and the child would be normally stillborn, but through this magic is instead born comatose, unable to care for herself. This poor child is known as a "Srinala", and is generally sustained by magical means, until such time as she is offered up as a sacrifice.
Miracle Notes:
Tales of miracles of Sunala are particularly frightening, as they usually involve the Yodhsunala employing the "touch of death" or "kiss of death", or, in extreme cases, many people dropping dead at once, felled by an unseen hand. Such miracles, if they happen at all, are particularly rare, and tend to be more effective against those with weak wills and no particular faith or arcane skill.
Strictures / Obligations:
Destroy the Undead
Slay Defilers and Necromancers
Respect the Dead: give bodies proper burial (unless they do not deserve it), and do not desecrate tombs
Violent Death: Do not die save by violent means
Poverty: All earnings go to the Temple of Sunala
Required:
Healer (includes some knowledge of poisons)
Language: Babelite/Eeee (native tongue)
Recommended:
Stealth
covert skills
Symbol:
Rune of the Corpse
Vestments:
Robes and jewelry of red, black and bronze (may be chitin instead of metal)
Yodhrinala (Daughter of Rinala)
The Yodhrinala are what might be considered a sort of splinter sect of the Yodhsunala, though not entirely. They worship Rinala -- according to myth, the same deity as Sunala, but in her aspect as Goddess of Life, before she rebelled against the Creator. This is not a formally recognized cult, and has been long persecuted by the established Yodh (particularly the Yodhsunala), so there are many very small sub-cults of Rinala that might be found. Some preach that Rinala is the true goddess, and "Sunala" a myth; some preach that "Sunala" has come to accept her true role, and has gone back to being Rinala; some see Rinala as an entirely different entity from Sunala; some have even more complex theologies to apply.
In any case, Rinala is devoted to life and healing. If there is anything that the Yodhrinala and Yodhsunala share, it is their opposition to necromancy, and their insistence upon proper veneration of the dead. But beyond that point, they diverse strongly.
Most Yodhrinala do not actually have any miraculous gifts, but are simply trained in herbal
treatments and simple medical arts, devoting their lives to the operation of secret hospices
serving the common people. In fact, it is a matter of doubt whether any Yodhrinala at all actually possess magical abilities. (So, the rules presented below may be considered to represent the rumors about the Yodhrinala ... and not necessarily reality.)
Holy Works:
Sense/Obscure Life: cantrip; spell; ritual - See "Sense/Obscure Life" above, as for the Yodhsunala.
Healing -- cantrip; minor spell; ritual - This only works on physical wounds,
and cannot be used to remove tattoos or regenerate severed limbs. Unlike the healing works of
the Yodhsunala, this cannot be reversed to deliberately cause harm. Also unlike the
healing works of the Yodhsunala, it can be used to work against toxins and ailments.
(The Yodhrinala are not concerned about crossing domains with Gorphat.) It also lacks the
"imprint" of the Yodhsunala version -- the Yodhrinala cannot "invoke the memory of wounds."
At minor spell level, this spell may be used to allow a willing wounded recipient
(already weakened) to pass into death painlessly. However, many sub-sects of Rinala will not
willfully use this application, strictly interpreting their requirement to take no life.
Sustain -- cantrip; minor spell; ritual - In cantrip form, this helps to reduce fatigue in the recipient, though long term usage is unhealthy. As a minor spell, this can help a severely wounded individual hang on, while at death's door, and it can also be modified to help a fatigued recipient stay awake (though, again, this is unhealthy for long term use).
Miracle Notes:
Miracles of Rinala are not widely known of, due to the nature of this cult and its outlaw
standing. However, among the cults there are whispers of miracles of Rinala, wherein the
crippled may walk, the blind may see, lost limbs may be regrown, and even the (recently) dead brought back to life. There are also tales of Yodhrinala with such power as to prevent death and even physical harm from happening around them, for a limited time -- forcing battling warriors to stop, by preventing them from being able to harm each other, for instance. However, if such miracles happen at all, they are likely very rare.
Strictures / Obligations:
Pacifism: Take no Sapient Life
Bring Healing to the Needy
Resist the Undead (destroying undead is an allowable exception to pacifism ... but it is not absolutely required)
Respect the Dead: give bodies proper burial (unless they do not deserve it), and do not desecrate tombs
Poverty: All earnings go to the Temple of Rinala
Required:
Healer and/or Herbalist (at least some basic knowledge)
Language: Babelite/Eeee (native tongue)
Optional:
Vegetarian: Some take their "Take No Life" pledge to the extreme, and will eat no meat.(This interpretation is most popular among fruit-eating Eeee.)
Symbol:
Rune of the Amaranth
Vestments:
Varies. Sometimes identical to robes of the Yodhsunala, minus the "Corpse" rune. Sometimes, robes of ivory or plain brown.
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