Parent Pages: Religions

Guardians of the Eternal Flame

The Guardians of the Eternal Flame worship a god of fire, in various aspects, depending on background. They're not a unified force and are often at odds with each other.

Nearly all of them keep continuous flames in their places of worship and often in their homes, as well. They consider this to be lucky, but if it goes out, they believe luck will turn against them until it's relit.

The Sects

The members of each sect mostly vary by race.

Druids

There is a sect of this religions that are Druids. They worship their god in his aspect as the cleanser of nature. In other words, forest fires. Treat them the same as other Divine Druids, taking this page as a set of guidelines.

Guardians of the Forge

Mostly Dwarves and Gnomes, there are a few human blacksmiths in this sect, as well. The most holy act for any member is the act of forging. They give thanks to their god for his aid in crafting armor, tools and weapons. They also use fire as a weapon to defend themselves in war. Gnomes of this religion view fire as the root of all technology.

Guardians of the Hearth

Mostly Humans and Halflings, this sect is concerned with worshiping their god in his aspect of providing warmth and comfort. When called to war, they often choose to fight with fire.

Guardians of Light

Primarily a Deep Gnome religion, the members worship their god for providing them with light. They consider him to be the source of all light, no matter the form. Secondarily, they consider him the source of all learning.

Guardians of War

This heretical splinter group is considered a bunch of dangerous nut bags. They're constantly at odds with others, because their fondest forms of worship are battle and war, most often involving burning down everything in their path. They usually take the time to cremate their fallen enemies, but at the very least, they set the bodies aflame.

Sometimes they keep the survivors of their attacks as slaves, but only after branding them, much like livestock.

Priests

The priests of this religion gain abilities related to fire, including spell-casting ability (limited based on the elements associated with their Sect). If they have True Faith, it repels creatures of fire, heat and smoke. It also works on creatures that have been set on fire.

Sect Elements
Guardians of the Forge Fire, Forging, Metal, Protection, Smoke, Technology
Guardians of the Hearth Fire, Good, Healing, Home, Light, Protection
Guardians of Light Fire, Healing, Light, Order, Technology, Wisdom
Guardians of War Chaos, Death, Fear, Fire, Punishment, War

All of their granted abilities will have the Divine power modifier, but it's attached to a different Disadvantage for each sect:

Sect Disadvantage(s)
Guardians of the Forge Major Vow (Work the forge daily)1
Guardians of the Hearth Honesty
Guardians of Light Honesty and/or Truthfulness
Guardians of War Major Vow (Burn slain enemies)
  1. Alternatively, they may burn themselves daily as a form of penance (for at least 1 hp damage), should they be unable to spend time at the forge. They may not heal such wounds by any supernatural means, such as nagic.

Regardless of type, they prefer to fight with torches and flamethrowers (see DF7:34). Gnomes will use higher TL flamethrowers, if available.

The priests are required to keep an Eternal Flame (see below). The priests add the Divine power modifier to Luck.

The Eternal Flame

Many of this religion keep a continuous flame burning in their homes. They consider this to be lucky, but if it goes out, they believe luck will turn against them until it's relit. The priests are required to do this. During winter, this will normally be a fire and during warmer times, a candle will suffice. Families will often assign a younger member of the family to tend the flame.

In terms of game mechanics, this is a combination of Luck (As Long as the Flame Burns, -40%) [9] and Unluckiness (Mitigator: Keeping the Flame Burning, -60%) [-4].

Players must explain who is tending the flame for their PC and how it's being fueled (possibly by buying a large number of candles). This is often done by an Ally or Dependent. In this case, the GM can use the frequency of appearance number to determine if the flame might go out. For an Ally, a failed roll can indicate they failed to keep the flame going for some reason. With a Dependent, this works in reverse: a roll to appear indicates something drew them away. This should be checked once per game session and can take place at any time of the GM's choosing. Players shouldn't know until they attempt to use their Luck or their Unluckiness comes into play.

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