Post by Myth Weaver on May 18, 2012 13:56:48 GMT -6
Eye of Nargel
A priestly order that is found throughout Solabren and possibly the oldest out of all the orders. Some of the earliest documentation, held in the dusty spider inhabited archives within the temples to Nargel that pepper the lands where ever a necropolis has formed, reach back to the Age of Elves before their fall. However, there are still more documents that have not been translated and copied by the studious, if not a little creepy, priests of Nargel.
NOTE: All priests are as powerful as the next and many operate with so little oversight from anyone else, there is a complete sense of equality. For they all know in the end, they will be judged the same as everyone else.
The Order's Responsibilities:
The main function that the every day person sees of the order is the care of the dead. These priests are keepers of the funerary rights and rituals for the dead. It is up to the priests, who themselves have taken on a deathly pallor upon passing the initiation, to ensure the spirit of the deceased passes from this world across the veil to either the Summerland or into one of the Nine Hells that Nargel oversees.
Secondary Functions:
- Exorcising restless, vengeful, harmful spirits of those who have past on.
- Seen on and around battle fields (specifically during the Wizard wars) preventing necromancy from raising the dead and to set free the spirits of those bound to the land by their violent death.
- Necromantic divination is another aspect. Upon becoming a priest with the order, they are capable to speak with the dead. This because they are nearly dead themselves and can slip in and out of the veil between life and death at will.
Initiation
The path to become a priest within the Eye of Nargel, is wrought with physical, mental, and spiritual hardships and a high possibility of death or becoming one of the Judged of Nargel.
To begin the initiation process one needs to pass a Will + d10 roll of 5 to begin Ordeal at one of the temples.
- The first test is a test of physical fortitude.
- Endurance + d4 to beat a roll of 11 to survive the test. - The second test is one in which the sanity of a player character is tested.
- Intelligence + d4 of 10 and cunning + d4 of 12 - The third test is one of spiritual determination.
- One d20 roll to beat a 15.
If any of the tests are failed a d20 will be rolled by a DM to assess if the player is to become a Judged or if death will seal the character's fate. Must roll higher than a 10 to become a Judge. Anything below 10, the character dies.
Clause
**If a player wishes to continue with the same character without dying or becoming a Judged. They must be willing to forfeit all XP gained during the ordeal. There are no limits on attempts to join this order. Just be aware that the threads if you decide to forfeit cannot be claimed for evaluation.**