Deities of Rhean
NEMESIS
Nemesis is a deity of war, strife, conflict, and glory. He has been worshipped for a very long time, certainly by the first men who came to Rhean. Different cultures have viewed him in different ways, however; the Rheens see him as a god of victory, who crushes his enemies ruthlessly. He also is seen as a punishment god for those who break the laws of the empire. The Yarrins recognize these same traits, but have often been opposed to the worship of Nemesis, with its creed that the powerful must rule, and that conflict is inevitable. In the West, the Simeans are the most common worshippers of Nemesis. Here, he is seen as a war deity, representing glory and bloody competition, but not waste or abuses of power. The Allitoians have adopted this same view of Nemesis, but are wary of him and his church, as they do not have the same love of war as the Simeans. In fact, many Allitoians are opposed to the worship of Nemesis, particularly since the Strife Wars led to running street battles in Destend.
Deity |
Nemesis |
Alignment |
LE(N) |
Influence |
Strife, War, Glory, Revenge |
Origin |
pre-Rheen |
Worshippers |
Simean, Rheen, widespread |
Symbol |
Fist Clenching Lightning |
Color |
Yellow and Black |
Priests of Nemesis can be cruel; they tend to be uncaring of anyone they are not close to. They enjoy manipulating events, and will often seek to increase tensions or unearth buried animosities. They very much believe in the survival of the fittest, and tend to view the world as a jungle or a competition. This is not to say that they must be evil; many feel that compassion and mercy breed weakness, and so do not display these traits, but at the same time do not actively seek to harm anyone either. All priests of Nemesis must be at least passable warriors; many are also accounted good tacticians and generals.
The major divisions in the church of Nemesis are based upon the local culture. In Simea, war is a means to glory, but it must be conducted with honor; backbiting and treachery, as well as poisons and assassins, are scorned at or worse. In Rhe, on the other hand, Nemesis is worshipped by mages as well as warriors, and poison is at least sometimes used against rivals and enemies. The church of Nemesis does not have a central organization; rather, there are several regional churches, each of which has its own leadership. While worshippers of Nemesis are expected to cooperate, there are rivalries between these organizations, and within them, for dominance. The major regions are: Rhe, Malmon, Emeran, Dysnarkyl, Yor, Kanentral, Sailsion, Freeport, Kenien, and Simea. In the East, either Rhe or Malmon are looked at for guidance and superiority, while Simea leads the West.
Revised Information for Priests and Holy Warriors
At Stage 2 of their path, priests may select from: Leadership, Intimidation, Guile, a weapon skill, a defense skill, Heraldry. At Stage 3, priests and holy warriors may select from this list, and in addition may choose Combat Reflexes, Fisticuffs, Herbalism, Intrigue, Oratory, or Riding.
Religion Skill Abilities
The following abilites are gained with the Religion skill:
- Rites: Novice.
- Fan the Flames: Apprentice. The character may add his rank to any skill use that attempts to encourage people to display anger or violence. For example, he could use it with Oratory to attempt to get an angry mob to turn violent.
- Sacrificial Rites: Journeyman.
- Awareness of Tensions: Journeyman. The character may, by spending some time and effort in a particular area, learn of political and social tensions in that area. This is similar to the Intrigue skill ability, but does not require the character to do any more than observe and make a Religion roll with Perception.
- Master of the Game: Master. The character knows how to manipulate people, particularly to breed mistrust and deadly rivalries in politics. He may add his numerical rank to Guile and Intrigue rolls for this purpose.
Prayer Skill Abilities
- Consecrate Weapon: Novice.
- Fist of Wrath: Novice. It is said that those favored by Nemesis can place their anger in their hands, so that they need no other weapon. The character expends 1 Stability and 1 or more Ka, and rolls against a TN of 11 plus the amount of Ka spent. Each point of Ka gives a +1 for damage on their open-hand (i.e. Fisticuffs or similar) attacks for the next round.
- Chant of Darkness: Apprentice.
- Chant of War: Apprentice.
- Restore the Valiant: Journeyman. While it is said Nemesis abhors cowards and feels no sympathy for weakness, he does desire warriors to return to battle quickly. If a wounded character will listen to the glories of Nemesis for a round (Religion TN 14), the character may use this prayer to heal damage. The character must roll this skill against a TN of 14 and expend 1 Ka; this heals 1d6 damage. However, each character (the priest and the target) lose 2 Stability.
- The Storm Serves: . The character may call lightning from an existing storm (or at least clouds that could form one).
- Cloak of Fear:
- Cloak of Strife: Master. The character may wrap a person in an aura of violence. Anyone seeing the target will assume they mean violence, and will tend to be either fearful or aggressive because of this. It is almost impossible to negotiate or otherwise communicate on a peaceful basis while affected by this. Intimidate rolls, or rolls attempting to provoke violence, gain a +2, but any rolls seeking peaceful interaction gain at least a -2, and may be reduced by more. For example, attempting to seduce someone may only receive a -2, while attempting to talk oneself out of a fight might receive a -6. The character must use his Religion skill (TN 14 and 1 Ka) to recall the glories of Nemesis for at least 2 rounds, and then may spend a third round to call down the Cloak. This requires a roll against a 16, or a contested roll with the target's Will, whichever is higher. The character must also expend 2 Ka. Finally, the character must expend Stability: each point buys 10 minutes of existence for the Cloak.
Invocation Skill Abilities
- Summon Least Servitors: Novice.
- Summon Lesser Servitors: Apprentice.
- Summon Common Servitors: Journeyman.
- Summon Greater Servitors: Master.
- Summon Highest Servitors: Grandamster.
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