Drovelor


    The High Tyrant

      In many ways, the ascended Orc Drovelor is Trocept's
     antithesis.  As in his mortal life, he stands for brutal
     conquest and tyranny maintained through fear.  Many of the
     Orc city-states he founded are still in existence today,
     although it is fortunate that they are no longer part of a
     single empire.
    
    
    Priests: The Priests of Drovelor are dedicated to sustaining brutal dictatorships. They act much like their counterparts under Trocept, but they seek to oppress all who are not of the ruling class. They viciously put down any signs of rebellion, and advocate the conquest of neighboring territories. Spheres & Powers
    MAJOR (All+)
    Charm
    Combat
    Divination
    Guardian

    MINOR
    Healing
    Protection



    GRANTED POWERS
    Inspire Fear
    Incite Berserker Rage
    Soothing Word


    ARMOR
    Studded Leather

    Any Shield


    WEAPONS
    Warhammer
    Mace, Club
    Flail, Whip
    Scourge
    Sling, Staff-Sling
    
    
    Laity: Tyrants, and those who support them, are the only ones who worship Drovelor, and the only ones he would accept. In many Orcish lands, his is the only legal religion.
    Templars: Drovelor's Orcish Overseers are feared by all. They serve as a cross between elite military units and internal spy network. When travelling through Orcish lands, even those where Drovelor does not hold sway, one can never be sure who is actually an Overseer. Savage in battle, they are also excellent infitrators. They hold that the Orc is the highest form of life, and that no other race is capable of serving Drovelor as effectively (many of Drovelor's non-Orc Priests are highly resentful of this view, but any who voice their opinion are quickly eliminated). It is not uncommon for them to serve as vassals to an Orcish tyrant, forcing those under their authority to fight and work on their liege's behalf.
    Initiation: Orcs of promise are siezed by the Overseers, who claim the right of dominion over all of Orcish blood, regardless of nationality. The Initiation is a "thrive or die" process--only about one-tenth of those chosen emerge at the end. Training includes both martial training and the very basics of intrigue.
    Structure: As might be expected, the Overseers have a strict heirarchy. There are 10 Cathedrals dedicated to Drovelor across Chiar. Each Cathedral is in charge of an autonomous Province, and Temples on the borders are often the focus of internal power struggles. Each Cathedral has a High Lord, served by his or her own staff. In addition, the Lord of each Temple in the Province reports to the High Lord and is expected to follow directions explicitly. In turn, the Masters of the Shrines report to the Lords. Overseers who leave a Province are expected to present themselves at the first opportunity to the nearest Temple, and to swear fealty to their new High Lord. Overseers with no such post are all assumed to be equal, although that is frequently a matter of who has the bigger sword arm. They often lead small forces of Warriors as "militia", intending to claim a region in the name of their Lord. Gaining rank is done in two ways: Either the founding of a new Shrine or Temple, or declaring a challenge against an existing leader. Challenges can be in the form of duels, coups or assassination, and there is no stricture regarding "fair".
    Adventurer's Notes: Overseers are prime villain material. At lower levels, they are often encountered as field agents attempting to subjugate small towns into paying tribute to the local Temple. High-level Lords are often involved in internal politics, and may seek to use the heroes as pawns to weaken a rival. Alternately, the party may be caught trying to defend a town that two different Lords consider to be strategically important. In those lands where Drovelor is the state religion (all the Cathedrals, save one, are in such regions), the party will need to be aware that they are the criminals.
    Dogma: Never surrender, save as a ruse. The weak are undeserving of life--take it if it suits your purposes. Mercy is the ulimate in weakness. Trust only those who fear you. Show subservience to those above you, unless you are stronger than they. If the one above you is weak, then remove him. Bans: Displaying mercy or compassion, showing any sign of weakness, allowing an opportunity for personal advancement to pass.
    Game Notes: Ability Requirements: Str 16, Con 12, Wis 12 HD:d10/+2 Save/Attack as Ftr Alignment Req: LE Tendency: Race: Orc/U No Other Races Armor : Any Weapons: Any Special Abilities: Priest : All, Combat, Charm, Divination--Gain as Paladin Warrior: Str/Con Bonus Rogue : Wizard : Other : Reverse Laying on of hands, 3: Command 1/d, 5: Immune to Ench/Charm. NWP: General, Warrior Restrictions: Tithe Level XP 2 3000 3 6000 4 12000 5 30000 6 60000 7 120000 8 225000 9 420000 +1 +450000


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