Carnalism

Carnalism is the religion of Time, and its priests are called Carnals. They are sometimes capricious, sometimes mad, and much of their philosophy can be summed up by the phrase, "live for the day," though their true philosophies are much deeper than this and are understood by few. They favour individual thought and freedom and so are politically dangerous in many areas. They freely help the common people and support change as the natural course of Time. They support themselves primarily by telling fortunes, but whether by chance or design, manage to keep it vague and inoffensive for the most part.

Structure

There is no organized Carnalist church, and Carnals tend to avoid one another except as students of higher level Carnals. Very few people follow Carnalism, but the common people love the Carnals, as they are free with their aid, and often upset the rulers of every realm.

Culture

Carnals are the ultimate hecklers. Because they have a first-hand look at the strands of time, many are unstable at best, and not afraid to call out those in power, or anyone else for that matter, on the matter of thier own importance. They preach kindness and felllowship, not for the sake of kindness and fellowship, but for the very real reason of being remembered past one's time.

History

It is unknown when the Carnalist religion got off the ground - many scholars believe it may have been back as far as the Visean age, when all the other Forces were getting priests and Time felt left out. Time, though, is capricious and unreliable, and in some ways trusted even less than Death, and so is Carnalism. Because they have no structure and keep no records themselves, the priests of Time aren't much help on the matter of History.

Priesthood

Once Carnals reach 2nd level, they begin to be able to see Time’s workings directly, and begin to prophecy. Many become mad at this point, or at least step onto the road toward madness. The Carnal is as the Divine Oracle in Defenders of the Faith text. The carnal does receive spells, and his domains are those related the gods associated with Time (below). He has no ability to affect the undead.

Granted Divine Powers

GodPatronageClerical Domains
Danna Home, hearth, children Good, healing, protection
Gladden Village, festival, health, wine Good, protection, community, creation
Merlyn Magic Divination, magic, mind, summoning
Larnir Peace, commonsense, health Good, healing, exorcism
Sardior Wealth, gems, merchants Mind, travel, luck
Tiamat Ambition, violence, dominance Knowledge, divination, domination
Mirronai Dreams, visions, divination Divination, madness, knowledge
Drago Luck, gamblers, helpless Luck, travel, trickery, chaos
Vespertine Moon, travel, night Travel, celerity
Type
Religious, Other
Demonym
Carnalist
Divines
Game Notes:
A Carnal can be of any non-lawful alignment, but few are evil. A Carnal is proficient in simple weapons and light armour. He uses a d8 for hp. A Carnal has three domains, one of which must be divination. A Carnal can take a fourth domain, but it must be madness (if he has madness already, he doesn’t get an extra domain.)
  1. Prime Requisite: Wisdom. Minimum: Wisdom 13, Dexterity 11, Charisma 13.
  2. Weapons: bow, club, dagger, dart, flail, mace, morning star, hand axe, scimitar, staff, sling, trident, whip.
  3. Spells: Major: all, animal, astral, charm, creation, divination. Minor: elemental, healing, madness, protection, sun, weather.
  4. Age as elves.
  5. At 5th level, immune to disease.
  6. At 7th level, immune to poison.
  7. 20 points of thief ability per level (+Dex. and racial bonuses).
  8. Ignored by undead, if turn roll made.
  9. Use cleric XP table, must be non-lawful.

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