Clerics Who Weaken the Gods Part 1

Tolhoth was originally a tribal god, but became a god of war as his tribe conquered its neighbors and founded a nation. Quite apart from the struggles of his worshippers, he waged war in the realm of the jealous gods, a dimension of unending strife between many gods.

As his earthly following grew, his own victories diminished in glory and reward, eventually leading to a string of stalemates and eventually defeats. He descended to the earth and consulted the Great Oracle of Pellan, whose vision extended throughout all dimensions. She told him that as he was victorious on earth, he would suffer defeat in the sky.

Tolhoth appeared as a fiery giant towering over the tops of mountains, destroying every person and every temple in every city of village where he was venerated. Nothing remained of the nation that had worshipped him, and the neighbors swarmed in to take possession of anything of value that remained.

Speaking his name became taboo, lest it be mistaken for a prayer and invite his wrath.

On occasion someone is born with a connection to Tolhoth. Although they don’t know the name of the great being they are connected to, they can feel his might and they are, for all intents, clerics. They might found their own cult or they might keep what they know to themselves.

In either case, they draw power away from Tolhoth, who no longer bothers to look upon the earth. He is too drawn into his cosmic wars to feel even the slightest sensation. Should he somehow learn of these clerics, he would undoubtedly find some way to destroy them, either in person or by proxy.

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Valhalla for Wimps

Nobles and merchants who have lived to a ripe old age, or who have fallen sick, or who are about to die for any reason that has nothing to do with battle have been known to hire headsmen. These solitary and despised figures attack and kill an old, sick or dying customer of means to ensure that they head to Valhalla and not Folkvangr (Freya’s realm) which in my gaming world is where the souls of non-warrior folk go after death.*

Headsmen typically don’t believe in any of the myths or teachings of the Church, or perhaps they see themselves as damned to live with Hel anyway. The Church has, since the time of Thor, held that killing the sick, helpless or unarmed is a grave sin, which leads to the dark underworld overseen by Hel. (My, what a wonderful divergence from the vikings of old!).

The Church of Aesir has eased off of that position over time and in fact now actually performs this last rite for a hefty donation, sending official Church Headsmen. While shunned for performing such a distasteful profession, these men make a very good living and are known for their discretion and ability to perform their duties with a minimum of pain inflicted and mess made.

Families rely on discretion as none of them would openly admit to hiring a headsman. When a old man’s pyre is lit and he lies there in full battle regalia, the family usually explains that he died in battle with an intruder, assassin or bandit. Everyone then understands exactly what happened and no one says a word.

Those who preach religious reform, who are not afraid to speak up, point to this as part of the degeneracy and hypocrisy of the Church.

Headsmen can typically be found in big cities, especially Nornland’s capital Olafstaad. Wherever nobles and merchants congregate, in other words.

*In the real world, the myth is she takes half the honorably killed warriors to her realm, leaving Odin the rest. Not only should you not confuse this stuff with the real world, but don’t confuse it with real myth, mmkay?

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All Religion is Local

Green Tara

Green Tara

Start a cleric at level 1 and have his (or her) deity be the local village totem/spirit/ancestor. As long as he never leaves the area, praying to Althora, the local waterfall spirit grants him all the spells he needs.

Once he leaves his village, he’s going to need a stronger god with more believers. Spells might come sporadically or at lower strength. Time for proselytizing! He’ll need to figure out why the fishermen and their families in Big-City-on-the-River should pray to her: “The goddess Athora is the protector of all those who fish the rivers.”

As his level increases, his ability to impress and convert would also grow. Eventually, Althora might be the goddess of weathering change. She would be known, if not worshipped, anywhere on continent or in the world, so that the cleric call on her from anywhere. By then, the PC would be the founder of a cult, sect or major religion. The waterfall back home would be a site of pilgramage, where his has established his abby or cathedral. Someday he could be a saint or perhaps a martyr!

This gives the player a chance to make up the trappings and lore of his character’s religion, make visible impact in the campaign and is a terrific opportunity to develop plot hooks.

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