Church of the Triad

This alliance between the churches of Torm, Tyr, and Ilmater seeks to bring about justice and order in the lives of good folk everywhere. Organizations dedicated to the Triad offer protection and succor to anyone who needs it, and strive to vanquish evil foes. Different groups focus on different aspects of the trio of gods’ portfolios, but they all serve a common cause and work tirelessly to further those aims. The Triad is perhaps the single most powerful force for good in Faerûn, for it is openly spread across every land to one extent or another.     The Gods of the Triad are greater together than any of them alone and are the representation of a just society. Tyr represents the king, who leads with wisdom and dispenses justice as needed. Torm is the King's Champion, upholding the values of honor and duty and protecting society from all threats. Ilmater represents the common folk, the people who live, work, a play. Those who accept the King's just commands and support both King and Champion with their labor.     Churches of the Triad aid and support clerics, paladins, and other people from the faiths of Tyr, Torm, and Ilmater. Priests of these three faiths gain Piety at the Triadic church, and Triadic churches will provide access to the resources of all three faiths.   See the Following: The Church of Tyr The Church of Torm The Church of Ilmater  

Triadic Knights in the World

“I met a mighty warrior on the road. Her sword was shattered, her face was scarred, and she carried with her a bloody saddle. I offered her a ride in my cart, but she graciously declined, saying that she had to walk the path Ilmater had set before her. Within her eyes burned a fire the likes of which I’ve never seen. This warrior, I imagined, had fought horrors that would crush the spirit of any common man.” —Arrath Darcylon, the Wandering Bard     Triadic knights are found throughout western and central Faerûn in churches and religious orders that embrace the worship of the three gods of the Triad. They play much the same role as paladins of Tyr, Torm, and Ilmater.     Although Triadic knights once comprised a single order of paladins, Impiltur’s Order of the Triad, a slim majority of Triadic knights now are independent agents, acting as lone paladins or clerics who have embraced the worship of three like-minded gods with little resistance from members of the individual faiths.     Other Triadic knights join one of the many knights orders dedicated to Torm, Tyr, or Ilmater. The largest concentrations of Triadic knights are found in Impiltur, as leading members of the Knights of Imphras II; in Tethyr, as leading members of the Knights Kuldar of Barakmordin ; and in Calimshan, where they venerate Anachtyr in lieu of Tyr, as leading members of the Janessar.    

REACTIONS

Most people regard paladins with a mixture of awe and guilt, amazed by their bravery and honor, but fearful that they are being secretly “judged.” Others simply hate them or view them with admiration. Triadic knights are viewed much the same way as paladins, with similar varied reactions. Few observers recognizing the implications of a paladin archetype embracing three largely united but subtly different dogmas.

Public Agenda

Relations with Other Faiths

Building the Great Society is the ultimate goal of the Church of the Triad, which many in the Triad have started calling Mother Church. The Mother Church has placed other churches into three broad categories.   The first category are those gods and faiths that are part of society, and thus should be considered for inclusion in the Great Society. Mystra and the gods of magic, Oghma and the gods of knowledge, and many more gods make up the fabric of society. The Mother Church reaches out to these faiths and works to bring them into the fold.   The faiths of Helm and Waukeen are being courted heavily by the Mother Church. These two faiths seem a natural "fit" into the Mother Church and priests, clerics, and paladins of these faiths are welcomed as "cousins" in any Triadic Church.   The second category are those gods and faiths of nature. The Mother Church is neutral towards these forces and consider the worship of nature as slightly "backwater". The church understands that in rural areas the forces of nature are strong, as well as the need to worship nature gods, but they aren't really part of the Great Society. This category includes gods such as Silvanus, Meilikki, Eldath, Selune, and even the gods of fury, Talos, Auril, Malar and Umberlee.   The third major category are the gods of evil. Bane, Bhaal, Cyric, Mask, and many more. The Great Society will eventually overcome these darker influences.   Some gods and faiths don't easily fall into one of these categories. Tempus and Chauntea are two examples. The Mother Church is still debating their relationship with these faiths.

History

The Future of the Triad

It bears saying again. The Triad is perhaps the single most powerful force for good in Faerûn, for it is openly spread across every land to one extent or another. It is the dominant religion in several kingdoms and regions of Faerun, and if the Mother Church eventually brings in Helm and/or Waukeen, it will greatly expand its holdings and power.   However, while the overwhelming majority of the Mother Church displays the tolerance of Tyr and the patience of Ilmater, there are some branches that have become somewhat intolerant of other faiths. In several towns where the Mother Church is strong, all other faiths are discouraged, if not outlawed. This is usually the result of an overreaching prelate or abbot, and is not the policy of the church. Although some among the powerful wonder if this is just a sign of things to come.

Ethics

Piety (Renown)

Voices of the Triad earns piety (or renown) by enforcing and supporting the just laws of a community and routing out and facing monsters, villains, and other sources of chaos and evil. In areas where society is threatened by abuses of power or corruption of the nobility or leaders, Voices of the Triad are expected to help citizens defend themselves or to root out the corruption themselves.   Triadic Knights can see a loss in Piety be allowing lawbreakers to go free or refusing to challenge unjust laws or corrupt officials. They also lose piety by failing to stand up against oppression, failing to protect innocents, or failing to challenge evil or chaotic forces.   In a place of overwhelming corruption (such as Westgate or Zhentil Keep), Voices of the Triad should work to make things better or more just for their wards, but is not required to challenge the entire community to maintain their piety.

Priesthood

Specialty Priests (Voice of the Triad)

You are devoted to the Gods of the Triad, Tyr, Ilmater, and Torm. While you may choose one of the Triad as your personal patron, you understand that the three are stronger than the one.   Tyr has charged you with revealing the truth, punishing the guilty, righting wrong, and to always be truthful and just in your actions. Ilmater has taught you that holiness only comes through hard work and perseverance. Torm has taught you to maintain law and order and to always be loyal and honorable.     If you favor Tyr, your vestments are blue and purple robes with a white sash and you wear a gauntlet on the left hand and a black glove on the right. If you favor Ilmater, your vestments are a solid gray tunic and trousers with a gray skullcap. If you favor Torm, your vestments are clean polished armor or robes with a breast plate and bracers. You may carry a holy symbol of your patron or a holy symbol of the Triad (or both).    

Resources

You may request sanctuary at any temple or shrine of Tyr, Ilmater, Torm of the Triad. At lower ranks, this may be a cot of a place on the temple floor, while higher-ranking Voices often get rooms or even suites.   In places where the Triad holds sway, Voices of the Triad may gain access to local law enforcement or military encampments. They are seen as friendly to the forces of law and order. Locals often tell Voices of the Triad of rumors and events in the area. While many rumors turn out to be folklore or wild speculation, the locals are often the first to know when evil rears its ugly head.

Granted Divine Powers

Gaining Ranks

Voices of the Triad have five ranks for its members.
  • 1 - Unproven
  • 3 - Solemn Brother/Sister
  • 10 - Vigilant
  • 25 - Revered Guardian
  • 50 - Justicar
     

Unproven (1 Renown)

Those who choose to join the Church of the Triad start as Unproven. Unproven are assigned to a higher-ranking member and often get nothing more than a cot and footlocker in their mentor's chambers. They are expected to learn from their mentor in exchange for personal service, polishing weapons and armor, tending to horses, etc. Mentors are expected to give their Unproven time to pursue their own interests, including adventuring. Unproven have access to any of the resources of the church, but are expected to work for them.    

Solemn Brother/Sister (3 Renown)

Those Acolytes who show promise by earning 3 renown then become Solemn Brothers/Sisters. Brothers and Sisters have access to healing and spellcasting at their churches and are considered allies by lawful governments.   Solemn Brothers/Sisters have access to the following resources:
  • Brothers and Sisters can requisition a potion of healing, but must gain at least one renown before making the request again.
  • Solemn Brothers and Sisters may choose to be trained in Law (Tyr), Medicine (Ilmater), or Riding (Torm) they gain one of the above skills, or may gain expertise in one of these skills if already skilled in it. They also gain one secondary skill (which must be a common profession or craft).
   

Vigilant (10 Renown)

After working their way up the ranks by earning 10 renown, a Solemn Brother/Sister may be promoted to Vigilant. Vigilants may request a small single room in any Triadic Temple. They are considered valuable allies, agents and advisors by lawful governments, and may direct lower-ranking Voices to take combat roles.   Vigilants have access to the following resources:
  • The Vigilant may request a team of guards or soldiers to accompany him on a quest for one week (ten-day). The team are not made up of adventurers, but will help maintain a camp, set up a watch, or other activities that don't require venturing into a dungeon or put them in the way of extraordinary harm.
  • Vigilants gain a sixth sense when dealing with lawbreakers or injustices. This may be a feeling that "something just isn't right" when speaking with a corrupt sheriff, or noticing that a thief's backpack jingles a bit too much.
  In addition, the Vigilant chooses one ability from the list below:
  • Hands of Ilmater. You can no longer become poisoned, although poison damage still applies.
  • Eyes of Tyr. You can no longer become blinded (except by physical damage to your eyes).
  • Heart of Torm. You gain immunity to fear.
   

Revered Guardian (25 Renown)

A Vigilant who has earned the trust of his commanding officer by earning 25 Renown may be promoted to Revered Guardian. Revered Guardians may request a small private room in any Triadic Temple. Any member of lesser rank will follow their orders unless it conflicts with an order from their superiors or the tenets of the Triad. They may request the service of personal valet, whose monthly salary is paid for by the Temple. The valet will watch over and care for your property when you are away and attend to your personal needs while you are at home.   Revered Guardians have access to the following resources:
  • You may request a meeting with the leaders of local law enforcement or the military. These organizations seek to maintain good relationships with the church (unless corrupt), so any requests made will be weighed in that light.
  • The Revered Guardian may requisition a potion of greater healing or three potions of healing instead of one potion of healing, but must gain at least one renown before making the request again.
  • The Revered Guardian gains a personal squire of half his level who will follow him and obey any commands. The squire gains a level every time the Guardian gains two levels.
  The Revered Guardian chooses one of the three abilities below:
  • Mark of Tyr. The Guardian may mark an individual who has committed a crime in the eyes of the church. The target must make a Charisma Save (DC 8 + the Guardian's Proficiency Bonus + the Guardian's Charisma Bonus) to resist the spell. If the target does not save, a rune appears on the target's forehead. The rune becomes invisible when the target is not within line of sight of the Guardian. The Guardian always knows the general direction and distance to the target. The rune can be dispelled, although attempts to dispel it are made at disadvantage. If the target makes amends for the crime, the mark fades. The Guardian can have only one person marked at a time.
  • Touch of Ilmater. The priest's may remove one disease or poison from the creature touched. If the target is injured, the Guardian may choose to heal 2d8 hit points (this increases to 3d8 at 30 Piety, 4d8 at 35 Piety and finally 5d8 at 40 Piety). The Guardian may only remove disease or poison once per day. A Guardian who is able to heal 3d8 may choose to divide that into 3 touches, each healing 1d8, or two touches healing 2d8 and 1d8, or one touch for 3d8.
  • Sword of Torm. The Guardian's melee weapons are considered both holy and magic when considering the damage resistances or immunities of targets. In addition once per turn, the Guardian can add 1d8 to any damage inflicted on aberrations, fiends or undead. At 30 piety, the Guardian can add this damage to every attack. At 40 piety, the damage increases to 2d8.
   

Justicar (50 Renown)

A Guardian who has shown great promise and loyalty may be promoted to Justicar. Justicars may request a suite of rooms in any Triadic Temple, and are ranking members of the faithful in any interaction with local clerics and paladins. In times of crisis, Justicars have even been known to occupy vacant thrones until a rightful replacement is located.   Justicars have access to the following resources:
  • You may demand that any noble house or organization send its leaders for an audience or questioning.
  • Once per month, the Justicar may attempt to gain the temporary service of an Archon or Angel as if using the planar ally spell. The character must negotiate and pay for the outsider’s service, as per the spell.
  • Once per week, Justicars may cast a geas spell for the purpose of righting a wrong or changing a corrupt official's behavior. If the spell is used unjustly, it fails.
  • The orders of a Justicar are considered to come directly from the Triadic gods. Justicars can use Executive Actions on behalf of the church.

Justice, Loyalty, and Service

Type
Religious, Organised Religion
Permeated Organizations
Deities

Articles under Church of the Triad


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