Celeban


    Spinner of the Great Wheel

       Celeban is responsible for maintaining the cycles of
     universe.  The seasons, the life-death-rebirth sequence,
     even the shifting of power between Good and Evil and Law
     and Chaos.  Celeban's followers understand that should any
     of these cycles stop, the universe itself would soon
     stagnate.
    
    
    
    Priests: The Priests of Celeban are responsible for tending to the needs of the natural world: marking soltices and equinoxes, tending to lost souls that need to find their way and maintaining groves where they worship Celeban with the Great Dance. While they resemble classic Druids in terms of their role and combat prowess, their Spheres and Powers reflect some of the fundamental differences in their philosophy. Spheres & Powers
    MAJOR (All+)
    Divination
    Elemental
    Protection
    Weather
    Necromantic
    MINOR
    Healing
    Sun



    GRANTED POWERS
    5: Auto-save vs any one element:
    Fire, Earth, Air, Water
    10: Choose second element.


    ARMOR
    Any Non-Metal

    Wooden Shield


    WEAPONS
    Khopesh, Scimitar
    Sling
    Staff-Sling
    Sickle, Scythe
    Quarterstaff
    
    
    Laity: Few laypeople follow Celeban. However, the Diety is frequently venerated by those who seek to shift the local condition. Revolutionaries, would-be conquerers and others who seek to advance along the cycle all pay homage to Celeban. Of course, many of these then deride the Diety for trying to change the condition they created. Those whose work is dependent on the weather, including farmers and sailors, are known to make offerings in hopes that the seasons will be advantageous for their work. Some scholars and sages have taken to a philisophical support of Celeban and the Diety's followers.
    Templars: The Spinners of Celeban are more concerned with the made world than the natural world, acting as destablizing elements to ensure that no one force becomes permanent. Stasis and stagnation are constantly opposed. It should be noted, though, that perpetual Chaos is considered as stagnant as perpetual Order. There is no desire for immediate balance, either (that might lead to stagnation). The only really important thing is that conditions do not become locked. In order to prevent this, each Spinner selects a viewpoint at the time of her recruitment, and acts as an advocate of that view. This usually involves entering areas where that alignment aspect is weak, and encouraging others to adopt it. Thus they ensure that peace comes to war-torn countries, despots sieze control in anarchic times, and "golden eras" in the arts are preceded and followed by rises in barbarism or intolerance. Spinners are identical to the standard Bard class, which no longer exists separately. As such, they have a broad range of talents, including an often-underestimated "knack" for influencing others without a trace of magical or divine power in evidence.
    Initiation: Each of the four divisions maintains an active watch for individuals that are strongly inclined to their respective ethos. Criminals, revolutionaries, law-and-order advocates and persons who dedicate themselves to helping the disadvantaged are all good examples. The prospect is tested, first secretly, and then, if he accepts the offer of induction, as part of his training. The Initiate must demonstrate ever-increasing fanaticism on behalf of the division's ethos. Prior to the final intiation ceremony, the Initiate must perform a final feat which exemplifies the attude of the group. Often, a large part of the test is for the Initiate to come up with an appropriate deed on his or her own.
    Structure: There are four divisions within the Spinners, called Spokes. Each Spoke adopts one of the extreme Alignments (NG, NE, LN or CN) and seeks to advance it in the civilized world. Combat between divisions is forbidden, meaning that when two Spinners of opposing Spokes cross paths, they often turn the locale into a proxy battleground, with each trying to inspire a larger number of the locals with their point of view. The Spinners have little internal organization, instead operating as lone agents, travelling from place to place. There are only three occassions for large gatherings: The training of a new Initiates, the issuance of the Call by the Priests of Celeban, and the annual performance of the Great Dance. Occasionally, small groups of Spinners will gather for some mutually desired project. For instance, LN and NG Spinners might occaisionally ally for the purpose of installing a benevolent monarchy. The Call is only sent forth in times of great trouble, when a Grove dedicated to Celeban is threatened with destruction or defilement. At such times, all Spinners who hear of it will drop everything to rush to the place and defend the sacred site.
    Adventurer's Notes: As insatiable travellers, Spinners can easily wind up attaching themselves to a group of adventurers whose goals align with their own. So long as the group's actions lead toward that result, the Spinner will assist them. Evil Spinners are masters of manipulation, and are often fond of taking the role of puppetmaster, seducing and corrupting those around them, while commiting no crime themselves. Lawful or Chaotic Spinners may find themselves engaged in a war of words and wits against their opposite Spoke. Since there can be no direct combat, each will be forced to try to outmaneuver the other.
    Dogma: Continue the movement of the Cycle. The Wheel must never stagnate. Balance is stagnation--never accept the status quo. Act as an advocate of your Spoke. Fanaticism is no more than is expected of you. Do not directly attack any of the Spokes, lest you damage the Wheel. Rather, encourage the Wheel to spin in your direction. Bans: Directly attacking a rival Spinner, failing to advance the cause of their Spoke when the opportunity arises.
    Game Notes: Ability Requirements: Wis 12--otherwise as Bard All stats are as Bard class Race: Human/U, Orc/12, Elf/12, Drow/12, Kobold/12, Gnome/12, Dwarf/8, Goblin/8, Aaracockra/U, Hissus/U, Thri-Keen/U, Bullywug/U, Kuo-Toa/12, Locathah/U, Sahuagin/12. Armor : \ Weapons: \ Special Abilities: \ Priest : \ Warrior: > As Bard Rogue : / Wizard : / Other : / NWP: General / Experience Table as Bard

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