Anacor
-
Major Deity
Deity of: Human
civilization and humanities. Progress.
Form: A meditative
man in gray.
Colours: grey
Cardinal Direction:
West. West is the pure expression of 'what is to come' and emphatically
forward looking. Symbolically, it is where the sun is headed to.
See theology for more details.
Alignment: Neutral
Neutral, primarily due to the 'balance' element of Anacor's philosophy
and the belief that all knowledge, art and technology is worthwhile.
It should be noted that the other 'Neutral Neutral' deity in the pantheon,
Dorenne, is almost diametrically opposed to Anacor.
Church and Following:
This church encompasses the elements that make up the basis of human
civilization. Included are the arts and sciences, the artisans and merchants,
the scholars and thinkers and the revolutionaries. Unlike most churches,
this church strongly emphasizes human achievements and progress made by
clear thinking. It believes that all beliefs (alignments for those that
use them) are essential for proper human advancement. Humanity can only
improve itself and aid from the deities can only be of limited use without
the proper abilities to utilize this help.
Literature, scholarly meditation,
technology, trade, thought-provoking art and education are essential tools
this church believes form the very foundation of civilization and progress.
Governments, it should be noted, are usually viewed as impediments to progress.
Order is perceived as necessary for building and communication. Chaos serves
the function of inducing progress and new thinking. Anacor supports the
underdog in any serious imbalance between 'law' and 'chaos' (if your GM
runs that sort of game world).
The bulk of Anacor's following
is educated. Scholars provide the thinking and merchants provide the money
that powers this church. The common peasantry usually does not understand
this church and prefers flashier and simpler deities that offer god-inspired
answers, emotional support and entertaining stories. Governments distrust
Anacor's belief that humans are better entrusted to take care of themselves.
This church usually has
a respectable amount of power. The merchant class depends on this church
to defend its interests, and funds it heavily. Scholars and thinkers enjoy
this churches' devotion to keeping government censorship out of their lives.
With powerful debating skills and a solid financial base, this church wields
great power in cities. The countryside usually is totally uninterested
in Anacor.
Church and State:
Governments tend to view Anacor's followers as a 'necessary evil'.
There is considerable distrust on both sides, with Anacor's followers fearful
and resentful of state censorship and taxation on one hand and state fear
of the church of Anacor's often revolutionary ideas and thinkers.
In many respects, the House
of Anacor is both the most likely to be attacked by a government (OK, Harpan
probably has it worse) and the most likely to be called upon for aid.
As a general rule, good governments get along well with, or at least tolerate,
the House of Anacor. Better governments can easily weather the eternal
sniping of the House of Anacor's more radical members. Bad governments
rightly fear the forces that the church of Anacor bring to bear against
them, for it is at these times that the church of Anacor's revolutionary
elements grow popular.
Governments run by followers
of Anacor tend to be unobtrusive. These areas usually become prosperous
financially and have flourishing arts and culture. The military under a
follower of Anacor run government is usually not large but is aided by
good roads, funding and communication. Such governments have a very good
life expectancy but eventually fall to more conquest-minded people.
Relations within the
Pantheon: Anacor's strong patronage of the arts often, but not always,
compliments that of the House of Jivanor. There is a fundamental
difference between the two, however. Anacor patronizes 'high', thought
provoking, technically complex or challenging art. Jivanor's churches
support the popular or more entertaining arts. None of this should
suggest that one is inherently better than the other (something most priests
of Anacor and Jivanor would agree with), simply that they have different
aims. There is, however, considerable cross-over in many areas.
Within the pantheon the
strongest opposition to Anacor comes from Dorenne (also neutral neutral
for those that use alignments). Dorenne is fundamentally naturalistic
and views humanity as part and parcel of the natural world, or body of
Oram. Dorenne's followers view Anacor as the destroyer of the natural
balance. They also dislike the enthusiasm Anacor's followers show for intellectual,
artistic and technological pursuits - viewing them as unnatural.
Priests of other houses
in the pantheon have varying and mixed views on Anacor. Considerable
respect and a certain amount of protection is given to the house of Anacor
because of Larnooth's (minor deity, House of Anacor - see below) role as
'guardian of the Ascensa-Illuminat', the primary holy work of the pantheon.
In general, Jivanor and
Kreav have a lot in common with Anacor and will support this church in
times of need. The firm belief in the House of Anacor that all the
deities are essential to a well-balanced society makes it the only respectable
church that will rise to the aid of the commonly-reviled House of Harpan
on any regular basis, a fact well-noted (and appreciated) by the House
of Harpan.
The warrior churches of
Seandac and Graal have a love-hate relationship with the followers of Anacor.
The fruits of Anacor's considerable experteise are well appreciated, but
all too often these firmly lawful and conservative churches run head on
into Anacor's more free-thinking (and acting) followers.
Anacor and Priests:
Priests of Anacor are usually very well educated. They are often wise
in business matters and often the church will invest in local businesses,
though usually not openly for fear of state reprisals or popular resentment.
Other priests devote themselves
to meditations and scholarly pursuits. This church produces the best meditative
drugs specifically to cater to their thinkers and philosophers, but do
not encourage use for recreational or entertainment purposes.
On occasion, Anacor's followers
become involved in revolutionary activities when a government is too strong.
Priests of Anacor can expect
the have the greatest resources available in terms of information and often
(but not always) in money making opportunities. Priests are expected to
earn their own money early on, but once proven successful, the opportunities
can be good (provided the government does not interfere). It should be
noted, though, that most of the money gained by a priest of Anacor will
be put into church-related activities and it is rare to find a true priest
that gains wealth for personal enrichment.
Further information: View
a sword based on a House of Anacor missionary order model.
Monix
-
Minor Deity, House of
Anacor
Deity of: Business
and merchants.
Form: An intense,
heavyset man.
Colours: Silver
and gold.
Alignment: Neutral
Neutral
Church and Following:
The followers of Monix come to pray for good business and prosperity.
Obviously, Monix is popular in towns.
Priests of Monix are noted
for their business acumen. Their costly advice is frequently sought by
businessmen in need. In some parts (it is banned in many countries), these
priests own and operate their own businesses.
This is one of the most
difficult priesthoods to gain admittance to. Training is long and difficult
and any priest failing to show a true business sense will be moved to another
church in the house of Anacor.
Priests of Monix can expect
to accrue a reasonable fortune for their churches during their lifetimes,
and to do well personally.
Monix and Priests: The
GM should allow some leeway here in assuming business prowess and should
give priests some related skills (non-weapon proficiencies).
Larnooth
-
Minor Deity, House of
Anacor
Deity of: Scholars
and learning.
Form: A stooped,
serious man. Carries the Quill of Enlightenment and a copy of the Ascensa-Illuminat.
Colours: Grey and
black.
Church and Following:
Scholars of all stripes and kinds owe some allegiance to Larnooth.
Larnooth encourages learning of all kinds, regardless of content or slant.
Priests of Larnooth are
noted for building and running schools and for shielding scholars from
official persecution. Libraries and presses are also often controlled or
supported by this church.
Church and State:
Naturally this church is rarely liked by the authorities, but it is
not without its defences. Many of ministers in any court will have been
educated by a Larnooth school and tend to shield this church with their
influence. The economic might of Anacor is also brought to bear when trouble
looms. Most importantly, other churches will rise to Larnooth's defence
as Larnooth is the guardian of the holy Ascensa-Illuminat.
Larnooth and Priests:
This priesthood is always very well educated and often provides much of
sagely advice sought on arcane subjects. Skill choices for players are
always literate and scholarly.
Texar
-
Minor Deity, House of
Anacor
Deity of: Engineering,
practical artisanry and technology.
Form: A stout man
carrying the Hammer of Building.
Alignment: Lawful
Neutral
Church and Following:
In smaller and less advanced areas, artisans make up the entire following
of Texar. In more advanced areas the following may include engineers, architects,
builders of mechanical devices, etc.
Priests and Texar:
Priests are devoted to human advancement through building and devising
better ways to perform tasks.
Rabacaine
-
Minor Deity, House of
Anacor
Deity of: Change
and Revolution.
Form: It changes
at random intervals or none.
Colours: Paisley.
Alignment: Chaotic
Neutral
Church and Following:
The following of Rabacaine is small except during revolutions.
Priests are devoted to
change; in order to bring new thinking, and hence, progress. They always
pit themselves against the status quo and will always seek to re-invigorate
existing structures. Their attempts and strategy may vary widely from armed
revolt to merely bizarre and surrealistic acts. They may join sides in
a conflict with anyone seeking change, be they 'lawful good' or 'chaotic
evil' (again - for the alignment minded).
This church will not even
exist in many areas, with reasons ranging from official persecution to
complete disinterest on the part of the locals.
It should be noted that
Rabacaine figured quite prominantly in the Ascensa-Illuminat and is common
in folk and bard tales.
Church and State: Needless
to say, any lawful institution will actively seek to stop this church from
operating.
Relations within the
Pantheon: This church differs from that of Jivanor. For Jivanor, fun,
goodness and joy are the primary aims. Rabacaine is interested only in
change, be it good or evil.
Rabacaine and Priests:
Some priests may act normally in all respects and may devote their
lives to one or a few changes in the status quo. Other priests are dedicated
surrealists, doing as many bizarre acts as possible in one day. Most priests
float in between the two extremes.
Priests of Rabacaine have
the most interesting of the special abilities conferred by deities. The
Priest may opt to cast a random spell. This spell may never have even been
heard of before by the priest. The problem is this: the priest has no control
over what the spell is or its area of effect. The only given is that the
spell will not harm the spell castor directly. This may, however, be extremely
damaging to friends or travelling companions. They may even opt to attack
the spell castor while under the effect of this spell. Another (large)
possibility is that the spell will be totally useless, resulting in say,
all the candles in a nearby house being blown out. The spell cast and area
of effect are determined randomly by the GM.
TetraQ RPG: The
number of blest (ð - eth) points cast on the spell will either be the
maximum that the character has, or the minimum needed to cast the spell.
Touch spells are also randomized, resulting in, say, an enemy being healed
or a cow having a religious experience. At best, this spell can be truly
devastating to an enemy.
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