Karalis
the Doom-Speaker, Goat-Killer,
the Liberator
the Doom-Speaker, Goat-Killer,
the Liberator
Greater Deity
Sphere of Influence:
Divine Madness, Moon, Prophecy, and Wisdom.
Symbols: Ecstatic
Dance, Eye, Horned Helmet, Ivy, Owl, Raven, Serpent, Twilight, Wheel, Wine.
Favored Weapon: Spear or Staff.
Favored Weapon: Spear or Staff.
Karalis is the god of wisdom, doom, and madness, and he serves as
the chief of the gods. He is the embodiment of cruel, fickle Unreason. His
oracular foresight and tremendous knowledge make him a natural leader, but even
the other gods often wonder his motives, for those, not even his wife, Sëra
knows. While aspects such as doom and madness might appear “Evil,” he is not
particularly malicious. He often grants victory in battles, and through his
gift of madness, he drives men to great achievements.
While Karalis is widely worshipped, he does things for his own
reasons, regardless of sacrifices and prayers. It is believed that Karalis’
power is most strongly felt in living juices, such as blood, sap, and
especially wine. Indeed, his rites typically include the consumption of a great
deal of wine and numerous blood sacrifices that culminate in a saturnalia. It
is during this ritual madness that worshippers give in to their madness,
releasing it and permitting them to maintain a firmer grasp on sanity in their
daily lives. This is the mystery of sanity through madness often mentioned by
his dedicated priests.
Karalis is the patron god of diviners, madmen, and berserkers. He
often appears as either an old, bearded man in a broad-brimmed hat and rough
cloak or as an attractive, androgynous youth. Other times, he manifests as a
raven or a great, black cat.
Morality
Karalis is no more Good or Evil than fate itself, so he tends to
patronize as wide a variety of followers as fortune may favor. That said, they
do tend to share certain qualities – those with Addictions or Alcoholism from
the rituals of release, Compulsive Carousing for those who worship the
Liberator habitually, Sense of Duty (the Oppressed) for those who back their
beliefs with action, Disciplines of Faith (Ritualism or Mysticism) for those devout who pray and sacrifice regularly and
observe the many lesser rituals of the Doom-Speaker, and of course the latent
wildness that so embodies Karalis’ divine madness, best represented by Berserk.
Finally, priests of Karalis make regular blood sacrifices, which if done with
often enough, could qualify as a Trademark.
Divine Servitors
Most divine servitors of Karalis have Wisdom; although, many who
represent his frenzied nature have Madness, instead, and those who represent
fate will have Chaos. Divine servitors who represent Karalis’ roll as the
decider of battles take War, and his invisible hands of fate take Deception. It
is worthy of note that his servitors specifically do not take Good or Evil – fate is indifferent on such matters.
Shrines
Shrines to Karalis are often found in brothels and drinking
establishments as a nod to the god and to encourage wanton spending by the
patrons, but his real shrines are located beyond the edge of town in the
margins of the wilderlands. The typical shrine is atop a hill or ridge and
consists of little more than a ring of stone pillars surrounding an alter for
ritual sacrifice. The floor is grass, and the roof is the stars. Dedicated
temples to Karalis are not known.
Clerics of Karalis
Priests of Karalis should generally be built using the Initiate
template with the following modifications:
Advantages: Remove Channeling,
Green Thumb, Licensed Exorcist, Medium, Spirit Badge, Spirit Empathy, Spirit
Weapon from the list of optional advantages and add Alcohol Tolerance [1], Common
Sense [10], Hard to Kill [2/level], Hard to Subdue [2/level], Lifting ST 1-3
[3/level], and No Hangovers [1].
Disadvantages: Add
a required -10 points in any of the disadvantages listed under Morals, above
and reduce the -30 points in disadvantages to -20.
Skills: Remove Herb
Lore, Hidden Lore (Faeries), and Naturalist from the list of optional primary
skills and add Carousing (E) HT+1 [2]-12 to the list of optional primary
skills. • Remove Blowpipe, Bolas, Lasso, and Thrown Weapon (Stick) from the
ranged weapon options and add Thrown Weapon (Axe/Mace). • Remove Cartography, Fishing,
Mimicry (Animal Sounds or Bird Calls),
Navigation (Land), and Traps from the list of optional background skills and
add Area Knowledge (Trollenmere) (E) IQ [1]-13; Dancing (A) DX-1 [1]-10; Fortune-Telling
(A) IQ-1 [1]-13; Musical Instrument (H) IQ-2 [1]-11; Running (A) HT-1 [1]-10; Sex
Appeal (A) HT-1 [1]-10; and Singing (E) HT [1]-11.
Special Abilities and
Spells: Choose the following 25-point package:
Cleric of Karalis:
Either Power Investiture 2 [20] or Divine Favor 5 [20]. • Choose [-10] points
from disadvantages mentioned in Morality, above. • 15 points total in any
combination of Power Investiture 3 [10], Divine Favor 6 or 7 [5 or 15], Learned
Prayers, or clerical spells.
Holy Warriors of Karalis
Holy warriors of Karalis are usually built using the Brute
template with the following modifications:
Advantages: Add Alcohol
Tolerance [1], Divine Favor 4, 5, or 6 [10, 15, or 20], No Hangovers [1], and
“or Learned Prayers” to the list of optional advantages.
Disadvantages: Add
a required -10 points in any of the disadvantages listed under Morals, above
and reduce first -20 points disadvantages to -10.
Skills: Remove Riding
(Camel), Seamanship, Survival, and Weather Sense, and add Physiology (Monster
Type) (H) IQ-2 [1]-8; Psychology (Monster Type) (H) IQ-2 [1]-8; Religious Ritual
(H) IQ-2 [1]-8; Sex Appeal (A) HT-1 [1]-11; and Theology (H) IQ-2 [1]-8.
Cleric Spells
Karalis grants his priests the following spells:
PI 1 Armor, Awaken,
Bravery, Berserker, Cleansing, Command, Coolness, Detect Magic, Detect Poison,
Dull (Sense), Fear, Final Rest, Foolishness, Grable, Great Voice, Lend Energy,
Lend Vitality, Might, Recover Energy, Resist Cold, Resist Disease, Sense Foes,
Share Vitality, Shield, Silence, Vigor, Warmth, Watchdog.
PI 2 Beast-Rouser,
Compel Truth, Create Water, Darkness, Disorient, Drunkenness, Dullness, Flaming
Weapon, Grace, Haste, Iron Arm, Light, Magic Resistance, Minor Healing, Purify
Food, Resist Acid, Resist Fire, Resist Pain, Resist Poison, Resist Pressure,
Sense Spirit, Strengthen Will, Test Food, Turn Spirit, Turn Zombie.
PI 3 Affect
Spirits, Aura, Body-Reading, Command Spirit, Continual Light, Create Food,
Dispel Possession, Fog, Gloom, Madness, Message, Missile Shield, Neutralize
Poison, Oath, Peaceful Sleep, Relieve Paralysis, Relieve Sickness, Remove
Contagion, Repel Spirits, Resist Lightning, Stop Bleeding, Stop Paralysis,
Summon Spirit, Terror, Vigil.
PI 4 Animal
Control, Astral Vision, Banish, Conceal, Cure Disease, Dispel Magic, Divination,
Gift of Letters, Gift of Tongues, Healing Slumber, Instant Neutralize Poison,
Major Healing, Mindlessness, Restoration, Rider, See Secrets, Seeker, Silver
Tongue, Stop Spasm, Suspend Curse, Truthsayer.
PI 5 Astral Block,
Bless, Curse, Ecstasy, Entrap Spirit, Great Haste, Great Healing, Persuasion,
Regeneration, Relieve Madness, Remove Curse, Stone to Flesh, Suspend Mana,
Wisdom.
PI 6 Bind Spirit,
Concussion, Drain Mana, Instant Regeneration, Lesser Geas, Pentagram, Permanent
Madness, Planar Summons (Divine Servitor), Resurrection.
Divine Favor
Karalis answers prayers for luck or fortune in battle, wisdom, or
frenzy. Especially frenzy. Most of his learned prayers revolve around providing
information or the unstoppable divine frenzy of his holy warriors. Direct
attacks are few and involve inflicting madness or intoxication.
Advantages marked with an asterisk (*) have Temporary
Disadvantage, Berserk (12).
Abilities Affliction,
with any modifiers to represent madness, drunkenness, or frenzy; Common Sense;
Damage Resistance, with Tough Skin*; Danger Sense; Dark Vision; Enhanced Move*;
Extra Attack, with Multi-Strike*; Fearlessness; Hard to Kill*; Hard to Subdue*;
High Pain Threshold; Indomitable; Injury Tolerance, with Damage Reduction*;
Intuition; Luck; Magic Resistance*; Magic Resistance, with Limited, Ingested
Potions Only (-60%); Night Vision; No Hangovers; Oracle; Psychometry;
Resistance or Immunity to any physical hazard*; Resistance or Immunity to
Ingested Poisons; See Invisible (Ghosts); Striking ST*; Super Jump*; Terror
(Confusion or Fear); Unfazeable; Unkillable 1*; Wild Talent, with Limited,
Knowledge Skills Only (-40%).
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