The Order of Tolkah Radaman |
A Priesthood for AD&D 2nd Edition |
by Jens-Arthur Leirbakk |
Background:
The idea for this priesthood came to me in a dream. This sounds really
corny, I know, but many of my better ideas (well, I at least think they
are better than other ideas I get) come to me while I sleep. I also think
that my dreams are bizarre - but that has probably something to do with
me rather than my dreams.
Whatever. This priesthood is meant to fit in in all the "standard" worlds of AD&D, with a possible exception of the Dark Sun world, where the priesthoods are based on the four elements. If this priesthood is to be used in Dark Sun, the DM'll have to modify this as he sees fit.
Inception:
The Holy Chronicles of the Order has a lot to say about the inception of
the Order of Tolkah Radaman. How true this is, is hard to say, but that
their own version is at least somewhat true is probable. An excerpt of
the Chronicle follows:
"... When Tolkah Radaman had collected enough power through his worshippers, he made ready for his Ascent to the Heavens. While Tolkah Radaman cleansed himself through the Purifying Rituals, a horde of powerful but unclean warriors attacked the Sanctuary. Tolkah Radaman chose to die rather than spill the blood of unclean warriors on holy ground, and the warrior slayed Tolkah Radaman with a stab to the back. (...) While he traveled to the Happy Huntinggrounds where he would be content in eons on eons, powerful but nether entities offered Tolkah Radaman a deal - he would gain powers fitting a God, yet he would have to give up his place in the Happy Huntinggrounds. Sick with pain and disgust over the way his worshippers had been slaughtered, the noble Tolkah Radaman accepted this deal, and was cast down in the nether pits. (...) It is the Holy Mission to cleanse the world for warriors, thus freeing him from the nether realms to let him take his rightful place in the heavens."
Mission:
The Order is, to put it simply, interested in exterminating the warrior
class from the world they inhabit. This is of course not very simple,
since there are relatively many warriors, and rather few priests. The
Order is not interested in greater issues of Good or Evil, and the saying
"The End justifies the Means" is very very true for them. Interestingly
enough, the Order also have Paladins, but these are considered "branded"
by the unclean warrior class, and is expected to undergo ritual suicide
if they cease to serve the priesthood. Interestingly enough, this also
holds true for the upper echelon of priests, as they have become too
alike warriors to be able to fight them. In this case the suicide is
often voluntary, as the hatred for warriors is so powerful that they
cannot live with what they have become.
It doesn't matter for the Order exactly what type of warrior they kill - a fighter, a ranger, a gladiator, a paladin or something else - is of no concern to them, as long as they are warrior-classes. They will ally themselves with brotherhoods of thieves or other priesthoods to be able to destroy powerful warriors. They are especially interested in destroying (beyond resurrection and/or raise dead) prominent warriors, like king Azoun IV in Cormyr (in the Forgotten Realms). One can only hope that Vangerdahast is aware of this, and has taken steps to prevent it.
Multiclass or dual-classed persons with a warrior-class is considered at least as unclean as single-class warriors, and some times even considered worse than single-class warriors - they do have classes that are not impure, and thus their betrayal is even worse.
Exactly this fanatical hate for warriors is an easy way of introducing this priesthood in a campaign. If the group has some powerful warriors in it (that is, 8th level and upwards), and what group hasn't, these warriors are eligible targets for assassinations from the Order. Guilt by association, however, isn't necessarily something that the Order believes in, thus these assassination attempts can create tension in the group when some of the group doesn't care.
Members of the Order are forbidden to ever, for any reason, magically heal a member of a warrior-class, which naturally keeps the number of paladins in the Order low. Paladins are allowed to use their own magical powers to cure themselves or others, but cannot ever heal a warrior-class, not even their fellow paladins.
Game mechanics:
As Tolkah Radaman isn't of the most powerful class of deities, he cannot
grant 7th level magics. Tolkah is also the title of the high priest, and
is still used within the order. If Tolkah Radaman ever ascends to take his
place in the heavens, it is quite probable that the god will change his title.
The Order is allowed to use any weapon, as long as they are used against warriors. Against all other classes, they can only use the "normal" priestly weapons. An important exception is if the members of the other classes are in the company of warriors. Then the priest may not have the time to change weapon to fight persons that try to prevent the cleansing of the warrior. The priest isn't punished for transgressing the weapon restriction, but does not get XP for them either. "The End justifies the Means" is also true for the eternal war against warriors. This does include the use of poisons, though the use of poison and disease is usually frowned upon, as they can be somewhat difficult to target.
Members of the Order cannot cast Detect Good/Evil spells. They do, however, receive a new spell called Detect Warrior, which is equal to Detect Good/Evil in all respects, except that it detects warriors. The same is true for Protection from Evil/Good, which is changed to Protection from Warrior.
Mighty blow: By taking 3d10 hp damage (at the end of the round, that is, after having rolled the to-hit check), the priest can make an attack with a +5 bonus to hit, and five times normal damage (after all strength bonuses and everything is added). Unless the weapon is magical, it must make an ST vs. Crushing Blow or be shattered after this attack If the priest does not make an ST vs. Death Magic, he will be reduced to 0 hp (unless the damage would send him below 0 hp anyways, in which case the damage takes precedence).
Paladins: Standard Paladin, AL NE/CE, AR any, WP any, Bonus: Religion, Spheres: Combat, Guardian, Healing*, War. Given powers: Detect Warrior (as per Detect Evil), +2 all ST, immune to disease, regeneration 1 hp/hour (must rest), Aura of Protection vs. Warriors (as per Aura of Protection vs. Evil), cannot use Holy Swords, cannot turn, cannot call War Horse, 5: free specialization in any weapon. Strictures: May not possess more than 10 magical items, cannot retain wealth, must tithe, no followers, may not have henchmen other than henchmen from the Order.
Nollo Brewernose, male gnome 7/7 cleric/thief AL NE Str 16 Dex 16 Con 12 Wis 15 Int 11 Cha 11 Par/Poi/Dea 7, Rod/Sta/Wan 8, Pet/Pol 10, Bre 13, Spe 9 AC: 2 (Bracers of Defense AC 4), THAC0 14, #att: 3/2, Dam: as weapon (+1 Str), HP: 33
Pick Pockets 65%, Open Locks 62%, Find/Remove Traps 60%, Move Silently 70%, Hide in Shadows 53%, Detect Noise 35%, Climb Walls 89%, Read Languages 35% Backstab x3
Weapon Proficiencies: short sword, dagger, sling
Nonweapon Proficiencies: Gnomish, Common, Elvish, Religion, Cooking, Tailor, Musical Instrument (reeds), Disguise, Juggling, Tumbling
Spells (5/4/2/1): 1st: Detect Warrior *2, Magical Stone, Cure Light Wounds, Protection from Warrior, 2nd: Spiritual Hammer, Fire Trap, Flame Blade, Heat Metal, 3rd: Magical Vestment, Continual Darkness, 4th: Produce Fire.
Racial Abilities: Standard Gnomish. +3 vs. Rod/Staff/Wand/Spell factored in.
Magical Items: Bracers of Defense AC 4, Vorpal Short Sword +3, Dagger of Poison
Capsule:
Nollo is one of the priests on the fast track upwards in the system. One
of his favourite methods to kill unclean warriors is to join parties and
other festivals as a hired entertainer, and then assassinate warriors
with his excellent backstab talents. Perhaps because his very magical
weapon, this tactic has met with considerable success. Another trick he
employs is to let himself be hired as a tailor to get close to noble
warriors that usually want fancy clothes. His skill in disguise has so
far prevented his capture. Nollo can be used in any campaign as an
assassin with a scary habit of disappearing into a crowd tracelessly and
swiftly.