Difference between revisions of "Organizations of the Faithful"

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==Individual Pages Look Like This==
 
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==Reading an Organization Entry==
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| colspan="2" | {{SpanLeft-Start}}[[image:Org_localized.png]] Society for Progressive Arcanists{{SpanEnd}}{{SpanRight-Start}}[[image:Org_blank.png]] ''[[:Category:Society of Progressive Arcanists|Associated Characters]]''{{SpanEnd}}
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| colspan="2" | {{SpanLeft-Start}}[[image:Org_global.png]] Temples{{SpanEnd}}{{SpanRight-Start}} {{SpanEnd}}
 
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| colspan="2"|{{SpanLeft-Start}}Wizards, sorcerers, bards, witches{{SpanEnd}} {{SpanRight-Start}}'''Locations:''' Alexandria, A14{{SpanEnd}}
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| colspan="2"|{{SpanLeft-Start}} {{SpanEnd}} {{SpanRight-Start}}'''Locations:''' Worldwide{{SpanEnd}}
 
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| style="background:#ccc;" colspan="2"|Alexandria's Mage's Guild, cut off from Rune. Wizards, Witches, and Sorcerers are generally considered de-facto members of this guild, though clerics of Eluna also pay it patronage.
 
 
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| colspan="2"|Most major Temples are a faction unto themselves, and contain many diverse elements. Paladin, monastic and so on traditions, such as Sunguards or Silver Chords are not their own organization, but are rather positions held within that temple. See individual deity entries for their temple structures, roles within that structure, and so on. Class pages also provide examples of their traditional roles within certain temples. While not intended as an absolute, they may help illustrate how the world at large views them.
|valign="top"|'''Leadership and Areas of Influence'''
 
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|valign="top"|'''RPP-Related Skills'''
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| colspan="2"|'''RPP-Related Skills:''' See deity entry.
|Knowledge/Arcana, Knowledge/The Planes, Spellcraft, Profession/Scribe, Craft/Calligraphy, Craft/Bookbinding, Linguistics (up to 7 skills per org may be listed, 3 of which must be craft/profession/perform and 1 should probably be a knowledge; a single organization may possess up to two of Perception, Bluff, Diplomacy, Intimidate if it fits their theme)
 
 
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{{OrgBlock_HandsofIthildin}}
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{{OrgBlock_IronBook}} <!--Additional Listing-->
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[[Category:Admin|Organizations of the Faithful]]
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[[Category:Organizations|Organizations of the Faithful]]

Latest revision as of 08:00, 11 February 2018

Org faithful.jpg


Reading an Organization Entry

Global
Org global.png
The organization has offices in multiple nations or areas. "Global" here is a relative term, and does not imply centralized control.
Localized
Org localized.png
The organization is localized. See entry for details. Many Alexandrian-based groups have this feature!
NPC
Org npc.png
Only for NPCs.


Org global.png Temples
Locations: Worldwide
Most major Temples are a faction unto themselves, and contain many diverse elements. Paladin, monastic and so on traditions, such as Sunguards or Silver Chords are not their own organization, but are rather positions held within that temple. See individual deity entries for their temple structures, roles within that structure, and so on. Class pages also provide examples of their traditional roles within certain temples. While not intended as an absolute, they may help illustrate how the world at large views them.
RPP-Related Skills: See deity entry.




Org global.png Hunters of the DeadOrg blank.png Associated Characters
Common: Serrielite, Gilean, Vardaman, Inquisitor, Paladin, Cleric, Ranger Locations: Alexandria (A15)
An order focused on the eradication of the undead.
Org hunterofthedead.png
These men and women have dedicated their lives to hunting down and destroying the undead. Destruction ranges beyond the battlefield, to the uncovering of necromancers and works to counter Thulite propaganda and cults. The recruiting of new members is semi-formal, and the circumstances may differ on a case-by-case basis. Sufficiently grave threats are usually responded to by a mobilizing of the local members, followed by an organized effort to stop the threat.
RPP-Related Skills: K/religion, K/arcana, Heal, other...?


Org global.png Silver CrescentOrg blank.png Associated Characters
Common: Elunite, Gilean, Danan, Inquisitor, Paladin, Ranger, Bard, Cleric, Druid Locations: Alexandria (A10), Greater Alexandria (H02), Wilderness Pointe
An order focused on the eradication of Caracoroth's influence among lycanthropes.
SilverCrescent.png
An order dedicated to the unmasking, hunting, and even conversion of lycanthropes. The Crescent stands opposite the Children of Garm and the latter's cults. Their work is not easy: shapechangers hide easily among everyday society and must often be rooted out before they may be neutralized. Though Elunans form strong numbers among the Crescent, Gilead's and Danan faiths are well-represented.

Some of their most active members are former or current lycanthropic creatures, themselves. In cases like these, the Crescent can provide them a new identity, and means to move forward outside of Garm's clutches. PCs may use the Skinwalker Prestige Class to emulate this heritage.

RPP-Related Skills: Perception, Survival, K/nature, K/local...other?


Org global.png Hands of IthildinOrg blank.png Associated Characters
Common: Altheans, paladins, monks, inquisitors, rangers, clerics Locations: Alexandria (A10)
An order dedicated to the spread of nonmagic healing means to uplift poor communities.
Pcorg hands.png
The Merciful Althean Order of the Hands of Ithildin, or simply The Hands of Ithildin, is a female-only monastic cult of the Temple of Althea. Their primary duty is to venerate Althea through community service, most particularly through the provision of mundane and thereby affordable healing, care and midwifery skills. In particular, through the teaching of these skills to others in poor areas, as a means to uplift that community and its members.

History

There are several theories as to the origin of the Order. Some have aspects of the divine, believing that the first Arma Superius Cassiel Memmius, in life a poor but kindly woman who had died during childbirth, returned to earth from the Elysian city of Ithildin to spread the message of community, healing and the uplifting of the poor. Others have a more mundane explanation, believing it more likely that Cassiel Memmius was the wife of a noble man who became the first patron of the Hands of Ithildin. Ultimately, it is likely that there is some truth to either foundation story.


Role

The Hands of Ithildin are distinct from the general healers of the Temple of Althea in their approach, teaching the importance of mundane healing over miraculous means. Whilst divine favour is not eschewed entirely, often magical means are not available or affordable in impoverished or remote communities; as such, the Hands of Ithildin use mundane medicine, emphasising careful long-term care and herbalism over spells and potions.

This message is also expressed through education. In poor communities, the Hands will often invest much time and effort in training local women in healing, herbalism and midwifery, proving these women with important skills as well as a profession. These folk healers become known as gentis medica (pl. gentium medicae) and are often widely revered within their communities.


Doctrine & Teachings

Doctrine closely matches that of the main body of Althean teaching, but with some differences, which can be summarised through the three main tenets of the faith of the Hands of Ithildin, which are repeated several times daily during individual and group prayer.

  1. What is unnatural, is divine - This is the foundation statement of the faith of the Hands of Ithildin, which states that anything which is not supernatural (not only the gods, but denizens of other planar beings too) must be part of the natural world; this links humanoids to other creatures, emphasising their humility. Conversely, it also states that anything which is not natural must be divine. It is this tenet which calls the nuns into deep reverence not only of Althea, but of all the gods as well as the natural world.
  2. What is natural, is fallible - This simple statement highlights the vulnerability of all living things. The Hands of Ithildin use this as the basis of their tenets - even the strongest things can be injured, or otherwise fail, and so to restore order, they must be healed howsoever they can. It also indicates that even what seems natural can result in failure, and so care must be taken of all living things in all stages of life. It is this tenet which brings the nuns into working as healers, carers and midwives.
  3. As the natural, so the unnatural - This says several things, and is more or less the key tenet of the faith, tying together the first two tenets in saying that the gods can and may die, or otherwise fail. Should this happen, a divine healer's link to her god will be extinguished, and one may have no choice but to rely upon the mundane healing arts. Should the gods of healing fall, then it is likely that healing arts will be in greater demand than ever before required. As such, then, knowledge of herbalism and medicine must be preserved and spread throughout the populous, such that should they be required, the Hands of Ithildin and gentium medicae will be able to administer to the sick, injured and otherwise needy.

The Hands of Ithildin are based upon reasonably loose edicts that cover many aspects of a nun's life, a flexibility reflecting the variability of day-to-day activities of healers, midwives and community teachers. There are some edicts, however, which are based upon the monastic vows of other traditions, which are required to be followed. Some of these are mandatory, and some are optional; all have been developed as part of a lengthy tradition and are carefully controlled. The vows are as follows:

  • Caelibati: the vow of celibacy asks that the Hands and Althea be the first in a nun's life. This extends to ties to a nun's birth family. Upon joining the Hand, the nun rescinds her birth name and takes one given to her by the cult. The nun's principle relationships, then, are her divine bond to Althea, her familial ties to her fellow nuns and superiors, and her universal links to the community. Some cells interpret this to honor the steadfastness between Althea and Daeus.
  • Munditiae: the vow of cleanliness applies not only to a nun's personal hygiene, but also to the purity of her thoughts and deeds. It does not extend to not touching the sick, tainted or deceased, as these clearly form some of the tasks required of a healer; however, it does require several cleansing rituals when bodies are prepared for burial. This vow arose when they noticed that cleanliness reduced the recurrence of diseases.
  • Ieiunii: the vow of fasting does not apply continuously to a nun. If she wishes, she may undertake a period of fasting, but she is required to abstain from all activities in the community at this time to avoid errors and mistakes. At this time she should remain in isolation, focusing on her relationship to the divine, or working in intense study of the mundane healing arts.
  • Pacis: the vow of peace prevents a nun from acting in anger or engaging in violence, except to defend oneself, or those around her. This vow also focuses on inner peace, and on the importance of rest, repose and quiet meditation, which forms an important part of the nun's day-to-day activities. Staff note: While nonviolence is a good goal, a complete pacifist is difficult at best on a DnD game. So, acting in defense is a good interpretation of this vow. A Hand may act in defense of another, or themselves. This includes slaying, though of course they would generally prefer not to when there is a chance of redemption.
  • Penuriae: the vow of poverty is not always followed by the Hands of Ithildin, and is again an optional part of the nun's vows. This is most frequently undertaken when the nun is embedded in a poor community to provide training to the gentium medicae. In general, nuns are encouraged to avoid the collection of material possessions, and all possessions are technically considered the property of the corpus, and are handed down when elderly nuns pass away. Personal items are also discouraged, especially those which link the nun to her old life.
  • Silentii: the vow of silence is also optional, although this is a part of the hermetic sabbatical year which nuns must undertake as the final year of their training. A nun may undertake other, usually shorter, periods of isolation during their lifetime, but this is not mandatory.
  • Veritatis: the vow of truth is mandatory. Every nun must speak the truth, particularly when it comes to care, healing and training.

If a Hand of Ithildin breaks one of the mandatory vows (Caelibati, Munditiae, Pacis and Veritatis), they risk serious chastisement from her superiors and colleagues, and may be cast out of the order entirely. With the exception of a nun following the vow of Silentii during her sabbatical, the breaking of the elective vows is not viewed with such seriousness.

When the Hands of Ithildin train new lay members in the mundane healing arts (the gentium medicae), they also instruct them in some of the Ithildinis doctrine, but certainly not all. Additionally, a gentis medica is not required to follow any vows.


Organization & Nomenclature

When a woman joins the Hands of Ithildin, she becomes a manus minor (pl. manūs minōrēs), a 'minor hand', who undertakes training beneath more experienced nuns. Usually a manus minor is brought to the Order at her coming of age; training typically takes approximately 7 years. The penultimate year is spent in the community, providing care alongside other healers, and the final year is a hermetic sabbatical. Manūs minōrēs wear simple blue robes, without adornment or holy symbols, to distinguish them from other members of the Order

After the final year of a training, a nun is brought fully into the Order in a ceremony when her robes are exchanged for ones with silver piping at the hems, and with a deep blue image of the Evening Star Telmentar at the collar. At this point the nun is known as a manus (pl. manūs), or 'hand', and is able to work fully and independently in the community. A manus is instructed not only to provide healing, but also to teach others in the mundane arts of healing, particularly the poor and needy, as per the edicts of the Order.

Most cities or nations have a branch of the Hands of Ithildin, which are known as a corpus (pl. corpora), or 'body'. Each corpus may have a few dozen manūs and several manūs minōrēs, all under the direction of a single senior nun known as an arma īnferius (pl. arma īnferiōra), or 'lower arm'. Although in a position of power, the cult is somewhat egalitarian, and each manus has an almost equal say in the day-to-day activities of the corpus. An arma īnferius is usually chosen from nuns with a great deal of experience within the community, but the role can be turned down or relinquished at any time.

A council of arma īnferiōra, the corpus mājus, meets occasionally to discuss the general activities of the cult, and to elect an overall leader, somewhat of a spokesperson with the main Temple of Althea. This leader is again only slightly superior to the wishes of the general corpus mājus.

The order slowly seeks to expand itself. A recent foray was made into Am'shere. Though not rejected, the order was not officially permitted, either. Instead, it is locked in discussions with local elders and ultimately, the Empress. Of particular discussion are the vows, which must, they believe, be adapted to the requirements of that people, and their natures. Likewise, how the order changes to fit the tribal and caste system is in thoughtful discussion. Last but not least, any order must be under the guidance of the Empress, and appropriate castes. Yet, they have not said "no."

Daily Activities

The day-to-day activities of a Hand of Ithildin are much less rigid than in other monastic orders, reflecting the flexibility required in the work of a healer, nurse or midwife. However, the general pattern of life for a manus is expected to be similar to the following.

A manus will rise early in the morning in an individual or shared room in the corpus house, typically several hours before a winter's dawn. Early morning activities include ablutions and private prayer, before a simple communal meal is taken at dawn. Following this, there is a period communal prayer and discussion of the day's activity with other manus. Lecturing of manus minores and gentium medicae usually takes place in the morning, usually finishing slightly before lunchtime, which may or may not be taken communally. Many manus treat this as freetime, to follow personal interests.

The afternoon is much more flexible; most manus will undertake community work or training until the early evening, when they will gather for communal prayer and further discussions. Following a large evening meal, the nuns are free to again follow personal interests, although typically remaining within the corpus house. Evensong occurs much later in the evening, with all nuns singing in unison in praise of Althea. Before bed there are evening ablutions and finally, personal prayer.

RPP-Related Skills: Heal, Diplomacy, Profession/Herbalist, Profession/Teacher, Knowledge/Local, Perform/Sing, Knowledge/Religion


Org global.png Iron BookOrg blank.png Associated Characters
Common: Daeusite, Paladin, Inquisitor, Cleric, Bard Locations: Alexandria (A10)
A Daeusite group focused on uncovering and eradicating demonic cults across Ea.
Pcorg iron book.png
The Iron Book is a low-key organization, devoted to research, smiting, and the thorough elimination of demonic cults from the earth. They eradicate them by force, indirect action, and by crowbar. Although they operate underneath the Temple of Daeus, they employ a variety of faiths and people from varying walks of life. Due to the materials they are exposed to, members are asked to follow a general code to protect themselves from corruption. These tenets are things like protecting the innocent, and although you may learn how demons are summoned, it doesn't mean you should. Without these tenets, many temples would not allow them to operate. For the purposes of sanity, demons refers to both demons and devils.


History

According to their history, the name of this group comes from the acts of an early scholar, who sealed a Book of Hell by encasing it in molten iron. Given demonkind's weakness to the hardy metal, this one act is rumored to have prevented a demon lord's return to Ea's surface, though the lord's name has been lost to history. The success of the scholar's endeavor inspired the Book's creation. In reality, they drew together many separate groups, who had been working towards similar goals, and united them.

Composed of a mixture of the faithful, its original purpose was research, with an aim towards demon-eradication from Ea. As the organization developed, however, it found its true calling in the unearthing and destruction of occult organizations crafted by these beings. These cults are often an evil outsider's foothold to power on the Material Plane, and serve as an access point to souls, power, and the expansion of evil's warfare. Today, that is the group's primary focus.


Role

The Book serves many functions within the Temples. First, it provides a means to eradicate demonkind's mortal power bases. Secondly, it provides a place for nontraditional students: paladins who still hold to the faith's tenets but seek a different means of combat, inquisitors with a more specific demonic focus, and even arcane faithful.

Demonic cults are a messy business and so the Iron Book's membership is diverse in talents. Combating demonic cults is both a creative and physically dangerous process. Members may be involved in research and infiltration, as well as physical eradication or exorcisms. Paladins who follow this organization are typically students of the Ruse of War, and all members are encouraged to study planar interactions. Inquisitors and monks are not infrequent, and wizard members are often scholars of abjuration and wards. Arcanists who serve are asked to be members of the faithful.

The Book delves into dangerous areas and power is seductive; what else led to the fall of Taara's Shadow Children? Actual practice of the arts they study then, is anathema. Without this missive, most temples would not allow them to operate. The order also possesses a number of tenets, to guard against corruption.


Practices and Tenets

Not much is written about the practices of the Book. What is known is below, and written in more general, sweeping statements. Note that specific details may vary from location to location.

Wardmarks: Upon initiation, members are given a way to mark their demonwounds, even when the wounds have been healed over. This is so that the wounds may be studied later, and inspected for lingering or insidious effects. These marks are not always visible unless one knows the counterritual to make them glow, which is trained to temple healers.
Cleansing: The group has some form of cleansing ritual that members are required to undergo before entering and after leaving their working spaces. Such spaces are often walled and warded in the basements of temples.
Oaths: Members take an oath upon entering, to not practice what they learn, as well as to be mindful in revealing the Iron Book's presence. Paladins within the Book take an additional oath, that binds their acts to their faith, as well as more closely with the tenets listed, below.

Given the nature of its enemy, the Iron Book operates by strict tenets, which are adapted and extrapolated from a singular source, a work published shortly after the Daemonic Wars. The work existed under several names, and has since been copied to international archives.* The Book's version of this work states:

  • We are at war with demon and devilkind, and their agents.
  • Our tenets are based on the guidelines of international warfare, and are intended to provide acceptable guidelines for behavior when engaging against demons. These tenets also exist to protect the general population and ourselves.
  • Noncombatants are to be protected and excluded from the effects of engagement as much as possible.
  • Fiends lie. They have had many years to perfect this craft. Therefore, members of the order may not engage in deals with them, and should make others aware of the dangers of doing so.
  • In our pursuit of ridding Ea of demonic influence, we may be exposed to knowledge both corruptive and vile. We are therefore forbidden from using this information in any way which endangers our souls or the trust given to us. This specifically bans members from summoning of demons, devils, and similar creatures.
  • Though we fight icons of corruption, we may not become so, ourselves. We must at all times act in good faith, even when our opponent does not. When acting in good faith:
  • Agents may employ certain measures intended to mystify or mislead the enemy, as during war the enemy is expected to take measures to protect himself. These measures include using spies and secret agents, encouraging defection or insurrection among the enemy civilian population, or inducing the enemy's soldiers to desert, surrender, or rebel. We may apply legitimate ruses such as: surprises; ambushes; feigning attacks, retreats or flights; simulating quiet and inactivity; use of small forces to simulate large units; transmitting false or misleading messages; deception of the enemy by bogus orders purporting to have been issued by the enemy commanders; making use of the enemy's signals and passwords; pretending to communicate with troops or reinforcements which have no existence; deceptive supply movements; deliberate planting of false information; use of spies and secret agents; moving landmarks; putting up dummy defenses; removing unit identifications from uniforms; use of signal deceptive measures; and limited psychological warfare activities. We are permitted to deceive the enemy through stratagems and ruses of war intended to mislead him, to deter him from taking action, or to induce him to act recklessly.
  • Agents should honor established symbols of good faith. It is forbidden to misuse the flag of truce, acts of surrender, healer's tents, or similar symbology and established international methods.
  • Agents' actions and ruses should not harm the helpless, and may not involve food or drink, objects of noted art or a sacred nature, or the violating of temples (although temples dedicated to torture and other evils may suffer to be destroyed, or cleansed).
  • Agents should act with mercy towards the victims of demons, recognizing that the persuasion, lies, and deceit capabilities of demons has been honed for millennia, and is a force few are prepared to deal with.
  • The temples place their trust in us. We must honor our word whenever possible, unless it violates one of these tenets. We should not engage in acts of treachery or perfidy.

The above rules apply to warfare against the enemy and provide guidelines for behavior. They are intended to serve as protection for the agent against the enemy's corruption. These tenets are taken on top of those associated with the Daeusite and other temples.

* The real-life source for many of the tenets is the Ruse of War, as published on the Red Cross website.

Leadership and Areas of Influence

The organization itself reports generally to the Daeusite temple structure, and its official head is a Navosian monk. Her best friend and assistant is a sorcerer marked by demonic taint and student of the Temples. Her friend's condition actually spurred the monk's interest in the subject, with the goal of one day curing these sorts of taints. This sorcerer herself is in actuality a friend of Madame Gelfure, who eyes the friendship with amusement and some worry.

The Iron Book is a secretive organization, devoted to research and the thorough elimination of demonic cults from the earth--eradicating them by force, indirect action, and by crowbar. There are few formal gatherings, if any, and knowledge of it is more rumor than fact (it's not something brought up in casual conversation); it is unheard of outside of the Temples. Most of its "organizing" actually takes place via oversight--through the Sunguards. This was developed early on as a safeguard, which means the order is essentially powerless. Too, they would hide their resources from the dangerous creatures they hunt.

The Iron Book tends to operate in temple basements that have been warded for its purpose. One is located beneath the Temple of Daeus in Alexandria. The Temple of Eluna tends not to host them, as the number of dangerous artifacts would prove too tempting for the forces the Book studies.


Extras

RPP-Related Skills: Knowledge/The Planes, Knowledge/Military Theory, Knowledge/Religion, Knowledge/Arcana, Knowledge/Local, Sense Motive, Bluff