Joramy (JORE-uh-mee)

Maiden of Disputes, Mistress of Heat, The Furious Inferno, The Raging Volcano

Fire, volcanos, wrath, anger, quarrels

Lesser Goddess of the Hearth, Neutral (Neitral Good)
Aliases: None
Domain Name: The Elemental Plane of Fire/The Hearth
Origin: Unknown (Suloise? Flannish?)
Superior: None
Allies: Kurell, Pelor
Enemies: Beltar, Erythnul, Imix, Ogremoch, Procan, Pyremius
Symbol: Bas relief of a woman's face with multi-colored fiery hair & ruby eyes or a volcano
Worshipper's Alignment: Neutral, Neutral Good
  Joramy is the goddess of fire, volcanos, wrath, anger, and quarrels. Her holy symbol is a bas relief of a woman's face with multicolored fiery hair and ruby eyes or a volcano. Shown as a nondescript woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when rational ones fail. She is on good terms with nonevil gods who enjoy their aggressive side, but disdains emotionally distant beings such as Delleb, Rao, and her estranged lover Zodal. She is primarily worshipped by fire elementalists and sages interested in interplanar affairs. She is a hot-tempered but generally good-natured goddess.   Joramy first made herself known when the southern Crystalmist Mountains began to erupt and became the Hellfurnaces. The Suloise are believed to have been the first to meet her, and some stories say that Joramy is repsonsible for starting the wars between the Suloise and Baklunish empires. The truth is lost to the mists of time.   Joramy is an extremely passionate goddess. She takes her beliefs very seriously, is quick to anger and will not give up easily. She doesn't believe in holding back her emotions or using diplomacy as a tool to accomplish her goals. She has an explosive temper and will push her point (either through combat, magic or a heated debate) until she is satisfied with the outcome. And woe be the creature that crosses her in some way as to give offense, because she will not rest until satisfaction has been achieved. She is relentless in the pursuit of her sense of "right and wrong" and doesn't care who gets in the way. She uses these qualities and directs them in a way to do the most good and strike a blow against those that would wish to harm her or her followers. She has offered Prince Zaaman Rul sanctuary in her realm while he recuperates from his terrible defeat against Imix. She also openly helps Princess Sunnis conspire against the evil tyrant Ogremoch of the Elemental Plane of Earth. Both these evil powers have angered Joramy in the past and she will see them pay for this.   Joramy's home rests on the cusp of the boundary between the Elemental Plane of Fire and the Para-Elemental Plane of Magma, where she has been seeking additional dominion. On the Elemental Plane of Fire, Joramy has a passing relationship with Kossuth, Tyrant-King of the fire elementals. They both leave the other alone. She considers the efreet to be the greatest threat next to Imix on the Elemental Plane of Fire because of their evil attitudes and actions. Her followers keep close tabs on these evil genies and their vile City of Brass. From here the efreet, under the leadership of the Grand Sultan, enslave anyone that comes within their long grasp, even followers of Joramy. Many a poor efreet has suffered for such an outrage. Both parties keep a close eye on the other but hostilities have yet to grow in size. This could easily change if Joramy takes offense to anything the efreet do in the future.   On the Para-Elemental Plane of Magma, Joramy seeks to expand her worship. Her only rival for power is the supposed "Master of the Lava Mephits", Chilimbra. This evil tyrant cannot hold a candle to Joramy and many lava mephits and magmen are taking to worship Joramy. This conversion is drawing the attention of many other deities in the Inner Planes and could bring about a conflict at some future point.   Joramy also has some longstanding enmities with a few other deities not found on the Inner Planes. Her greatest enemity is with Pyremius, the Suel god of murder and fire, who stole his fire aspect from Joramy's ally Ranet after weakening her with poison. Pyremius has corrupted Ranet's life-giving power and uses it to further the cause of murder and mayhem through arson and pyromania. Pyremius has also taken to sending omens and messages to followers of Joramy, enticing them to do his dirty work in Joramy's name. Erythnul started a conflict with Joramy because of his envy and hatred over Joramy's beauty and power. Erythnul has repeatedly tried to thwart Joramy's plans for expansion by setting about schemes to endanger her followers and mar her name. This has brought Joramy's wrath and anger into the situation, and she will not rest until Erythnul has paid for his interference. Beltar requires the sacrifices of numerous creatures. Since Joramy's followers live in some of the areas where Beltar's priests are, these unfortunate people have found their way onto to the sacrificial block. Joramy is extremely angry about this practice and seeks to bring the loss of her follower's lives as sacrifices to an end. These situations are ready to turn into all-out wars with these clerics, and priests from either side will attack the other upon sight.   Joramy has few allies among the native deities of Oerth. Because of the situations Joramy has with Pyremius, Erythnul, and Beltar, Kurell keeps himself on Joramy's good side out of fear of her wrath and nothing else. He is biding his time to exact revenge for some personal slight he feels was made against him. Pelor, however, respects Joramy's wrath and ability to wield a strong source of heat and light to burn the forces of evil and drive out the darkness. He will sometimes aid Joramy in a cause directly related to Oerth, particularly one that will see an end to some great evil or darkness.   Joramy has a long and storied past. Some of the earliest legends about her are nearly two thousand years old and concern her role in creating an artifact known as Queen Ehlissa's Marvelous Nightingale. This item is partially named after the most notorious owner of the item, Queen Ehlissa, who ruled with an iron fist for many centuries with the help of this item. Its powers are a direct link to the numerous aspects of Joramy and reflect this in its functions. The artifact has been lost for many centuries and would be a prize that any follower of Joramy would gladly kill for.   In the past, the strength of Joramy's worship has fluctuated greatly. At one time she was the most prominent deity worshiped in the Hellfurnaces and the surrounding area until the Rain of Colorless Fire (which she unjustly took some of the blame for because of her fire aspect). When the migrating Suel passed through Slerotin's tunnel, they caused much destruction in the underground areas of the Hellfurnaces, and many followers were killed or forced to serve new deities. Since that time her influence in the Flanees has been slowly regrowing until recently.   Joramy's Realm, known as The Hearth, can be found on the Elemental Plane of Fire at the border of Fire and the Para-Elemental Plane of Magma. Because of Joramy's interest in the Para-Elemental Plane of Magma, her realm can exist in both Planes at once, if she so desires it to. The Hearth's primary feature is a volcano of such enormity that no other can rival it anywhere in the Multiverse. It is long rumored that this is the birthplace of all Magma and that portals exist deep within this realm that feeds all volcanos around the Prime Material Plane and its many crystal spheres. Lava is constantly flowing from the volcano's center and its uncountable vents. The smell of sulfur is so pervasive in this realm that everyone must make a save vs. death magic every turn or pass out from the overwhelming stench. The petitioners that reside here are always in a constant state of anger and will take it out on the first creature they encounter that gives them offense. This could either be a rather harsh tongue-lashing or an all-out fight. This realm is truly one of the many wonders of Elemental Fire and Magma at its grandest.

The Church

Clergy: Clerics (30%), specialty priests (70%)
Alignment: Neutral or Neutral Good
Turn Undead: C: Yes, as cleric two levels lower
Command Undead: No
  Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring others to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated arguments makes their parent nation appear stronger than it is. They go adventuring to find new people to argue with and new causes to champion.   All priests of Joramy receive the following bonus proficiencies free of charge: fire building and survival, desert. They are required to learn blind fighting and spellcraft without any penalties due to class. Clerics and specialty priests can turn undead as if they were 2 levels lower. The clergy of Joramy is made up of humans, dwarves and gnomes.   Joramy's clerics customarily stay in areas of great heat and volcanic activity like the Hellfurnaces or deep underground caverns open to lava flows, but her worship has become more widespread over the past few decades and made its way across the Flanaess. Recently her worship has been increasing in more "unusual" areas like major cities and port towns. These priests honor the Mistress of Fire with large bonfires that burn round the clock all year long in these "cold" areas. The strongest areas of worship, though, are still those around volcanos, lava flows and hot springs.   Natural shrines and temples are always located near a great source of heat like a lava pit, volcanic geyser, or a huge bonfire. These areas are always extremely hot and uncomfortable to those not properly protected from their severe effects. No special building is erected or unique design used to distinguish these areas as a temple. Only the great force of nature itself stands as a testament to Joramy's great power.   The clerics of Joramy are responsible for the maintenance of shrines, temples, and holy areas and perform all the necessary rituals in their upkeep. They give guidance and counsel to the followers of Joramy by interpreting omens and signs. They mediate disputes by becoming passionately involved and usually solve the problem through extreme measures. Because of the recent wars, many people have become receptive to Joramy's priests and the attendance and interest in the temples have grown.   Specialty priests are the ones that travel around the Flanaess and spread the word of Joramy. These representatives of the Mistress of Heat spend their days seeking out new forms of elemental fire magic and those that employ it. They then try to convert these mages to their way of thinking so as to spread the word of Joramy faster. Since these potential converts deal with elemental fire already, half the argument is already won in the minds of these priests. The specialty priests also seek out angry people and areas of great quarrels to intercede and become involved in. The potential for converts are enormous in these people and these priests are right there to spread the word.   The clergy is ordered by the following titles. These names represent the many stages and intensities that flames undergo as it progresses to becoming hotter and brighter. Titles are given at each new level achieved up to 12th Level. Novices (0-Level) of Joramy are called Kindling. Priests begin with the title of Wisps (1st Level) and continue on with Yellow Flame, Orange Flame, Red Flame, Blue Flame, Green Flame, White Flame, Flame Master, Flame Lord, Searing Lord, Illustrious Geyser and finally Grand Lava Master.   After this final title is achieved, any level advancement made by the priest beyond 12th Level, they will not receive a new title. The leader of the church (a priest of at least 12th level) is known as the Hearth Master in deference to Joramy's Realm name. There can only be one Hearth Master at any one time but many Grand Lava Masters. The Hearth Master has achieved this position either through combat, great deeds done in the Mistress's name or passionately arguing their way to the top.

Dogma

Fire is everything. It is the building block and ultimate destroyer of all, the end and the beginning of life. Emotions are the tides that flow with the everchanging currents of magma. Express your anger strongly and passionately throw yourself into any quarrel. Never let another stand in your way of what you know as right for they shall feel my wrath. When you get involved in an argument or quarrel, you do so with passion, emotion and especially anger. Heated arguments help you get closer to perfection. And if you get a little hot under the collar, heaven help the soul that stands in your way. They will get burned for their efforts.   The dance of a flame and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire’s argument with earth. Let your passions burn as hot as these things, and never back down when you have the opportunity to convert someone to your perspective. Ideals and opinions are what forms and shapes a person, and not defending with all your effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals. Any rival opinion is a challenge — answer that challenge with the same fervor that you would a physical threat.

Day-to-day activities

Worshipers of Joramy usually venerate the Mistress of Heat by arguing, getting angry, avenging a wrong done to them or building fires. Nothing special is usually done to celebrate her on a daily basis. The priests will bless any cooking fires and praise Joramy for the gift of heat and warm meals.

Important Ceremonies

When a volcano erupts, a great quarrel begins between powerful parties (war, arguments between priesthoods, families or countries) or some great injustice has been avenged, the priests will perform a special ceremony honoring Joramy's power. In the natural areas of extreme heat described earlier and in the temples dedicated to Joramy, grand ceremonies are held every season when Celene and Luna are both new moons {25th Readying, 18th Flocktime, 11th Goodmonth, 4th Ready'Reat}. Sacrifices of expensive gems, valuable metals and rare stones are thrown into the heat source and impressive displays of elemental fire magic are used to intensify the natural flames and heat. This makes the ceremonies around these areas (the bonfires can be over 40-foot of burning material with the flames reaching well over 100-feet) more impressive and grand in the complete darkness. The 11th day of Goodmonth is the holiest day of the year because it is one of the hottest days of high summer. The only other days important to the faith are those honoring the anniversaries of great eruptions of volcanos in the past.

Major Centers of Worship

The Hellfurnaces and the villages at their base have the largest concentration of worshipers around the Flanaess. The great volcanos, lava pits and open geysers of the mountain range serve as the numerous shrines and altars dedicated to Joramy. Here one can experience the full worship of the goddess. In the major cities around the Flanaess where the Mistress's worship has grown (Hardby, Loftwick, Greyhawk and Dyvers to name a few) there are either natural hot springs or great bonfires that the priests maintain at roaring levels. These "city temples" are enclosed in a red stone structure, (formed like an Olman-style temple or a stepped pyramid) which is heated to unbearable levels by the natural event. The roof of the building is open to the sky so that the flames and wisps of heat escaping from the building resemble a volcano erupting, which lights up the evening sky. Recently, priests have been investigating the sites of natural forest fires that have burned hundreds of acres as other possible holy areas.

Affiliated Orders

Several of Joramy's temples maintain their own fighting and mage orders. The Fellowship of the Hearth consists of fire elementalists and sages that seek out or research new forms of elemental fire magic or secrets of the Elemental Plane of Fire and Para-Elemental Plane of Magma. They use this knowledge to defend the temples and followers of the Mistress as well as teaching these new skills to the faithful. Members of the Fellowship are distinguished by the red coloring of their hair by dyes or berries, even those members with natural red hair color.   The Order of the Crimson Fury is a secret society made up of rogues that make sure that the Maiden of Disputes' will is done. The Order is charged with inciting anger and quarrels in new areas of worship so that the specialty priests have receptive ears to hear the word of Joramy. The Order also keeps established areas of worship in a state of anger and heated arguments worthy of the Maiden. Members of the Order carry a small symbol of a crimson-colored female face with a look of anger somewhere on their person.   The Order of Knights of the Blazing Wrath is made up of fighters and clerics. Their symbol is a twohanded sword afire, and members of this order are known to stoop to low deeds to acquire a two-handed flaming tongue sword. The Knights of the Blazing Wrath are charged with defending the holy areas and temples of the Raging Inferno. When an argument needs to be resolved or some injustice needs to be avenged, the Knights go forth and bring the full wrath of the Maiden upon the guilty. Sane people run in fear from these knights as they bring the scourge of Joramy upon all that get in their way. Numerous adventuring companies have also taken Joramy as a patron, chiefly those whose treks regularly bring them deep into the Hellfurnaces.

Priestly Vestments

Priests will never wear any armor. They wear light-fitting clothes similar to a toga. These vestments are all colored white and a colored sash corresponding to their level will display each priest's title. Once beyond the color range a design is embalmed over the section of cloth near the heart. A red flame for Flame Master, a black flame with a white tip for the Flame Lord, a green flame for the Searing Lord, a column of golden flames for Illustrious Geyser and an erupting volcano for the Grand Lava Master. The Hearth Master wears a multi-colored toga representing the many colors of flame that they are responsible to direct.

Adventuring Garb

Priests of the Raging Volcano may wear sturdy clothes and boots, but must wear their sash or insignia of rank at all times. They cannot wear armor of any kind(including bracers) or bear shields, but may use other protective devices (bracers, rings, cloaks, etc.). All priests will carry a blackened walking staff topped with a clenched fist, which may be used in combat or abandoned for another weapon.

Specialty Priests (The Flaming Hand)

Requirements: Strength 15, Constitution 15, Wisdom 9
Prime Requisite: Strength, Constitution
Alignment: Neutral, Neutral Good
Weapons: Any flail, hammer, mace, morningstar, pick, staff
Armor: None
Major Spheres: All, Charm, Combat, Creation, Elemental (Fire, Earth), Guardian, Protection, Sun
Minor Spheres: Divination, Healing, Necromantic, Summoning
Magical Items: Any available to priests and fire elementalists
Required Proficiencies: blind-fighting, spellcraft
Bonus Proficiencies: fire-building, survival; desert

Granted Powers

  • Priests gain major access to the Animal sphere while on the Elemental Plane of Fire or ParaElemental Plane of Magma. They can only control animentals (PlaneScape Monstrous Compendium III, pg. 14-15)
  • At 1st level, the priest will receive a +2 bonus to saves made vs. fire damage, a -2 vs. all cold and water-related spells and is protected by a permanent endure heat spell
  • At 3rd level, the priest can use an ability similar to the 1st level mage spell taunt (1x/day) when involved in an argument
  • At 5th level, the priest can use an ability similar to the 2nd level mage spell ESP (1x/day) to help in a quarrel or argument
  • At 7th level, the priest can use an ability similar to the 3rd level mage spell suggestion (1x/day) to influence a creature to become angry and quarrelsome
  • At 9th level, the priest can learn and cast a mage spell of 1st thru 3rd level that deals with the element of fire or magma. These spells replace a priest spell of the corresponding level and must be prayed for by the priest before they can be added to their spell list
  • At 10th level, the priest can add an additional point of damage per dice on all fire-related spells and targets receive a -1 to their saves vs. elemental fire magic cast by the priest
  • At 12th level, the priest can use an ability that has the same effects as the magical item scarab of enraged enemies (once per week)
  • At 14th level, the priest can learn and cast a mage spell of 1st thru 5th level that deals with the element of fire or magma. These spells replace a priest spell of the corresponding level and must be prayed for by the priest before they can be added to their spell list

Joramy's Spells

First Level
Burning Eyes
Second Level
Rage
Third Level
Frenzy
Flaming Cloak
Fourth Level
Antagonism
Flaming Hands
Fifth Level
Boiling Blood
Heat Wave
Sixth Level
Magma Warriors
Transmute Stone to Lava
Volcanic Geyser  

Notes & References

Prince Zaaman Rul is the Archomental of all good Elemental Fire creatures; Imix is the Archomental of all evil Elemental Fire creatures; Princess Sunnis is the Archomental of all good Elemental Earth; Ogremoch is the Archomental of all evil Elemental Earth creatures. Archomentals are similar to Abyssal Lords and are just one step below being a "true" deity. TSR 2635 {Planescape Monstrous Compendium III, pg. 16-21)   Kossoth, Tyrant King of the Fire Elementals TSR 2634 (PLANESCAPE CAMPAIGN EXPANSION: THE INNER PLANES, pg. 46; and FAITHS & AVATARS, pgs. 88-90)
[Adapted from Joramy the Raging Volcano by Paul M. Rokuskie in Oerth Journal #11 and the Living Greyhawk Gazetteer]

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