Genveer


    Bringer of Vengance

      Genveer was once a selfish merchant, travelling and
     selling without much thought for the family he saw on his
     brief return visits to the caverns of his birth.  Then, one
     day, he returned to discover that goblins had raided and
     slaughtered every last of his dwarven kin.  On that day, he
     became Genveer the Avenger, and the day he eliminated the
     last of the goblin clan that was responsible was the day he
     ascended.
    
    
    Priests: Genveer's Priesthood offers support and counsel for those seeking justice. In many areas, they work with the followers of Thilg as agents of law and order. They also address personal wrongs, serving as arbitrators and assessing penalties. They also provide material support for the Knots. Spheres & Powers
    MAJOR (All+)
    Combat
    Divination



    MINOR
    Protection




    GRANTED POWERS
    1: Identify Target, 3/day
    Ignores disguises/illusions
    3: Inspire Fear


    ARMOR
    Any Armor

    Any Shield


    WEAPONS
    Warhammer
    Battle Axe
    Heavy Crossbow
    Mancatcher
    Lasso, Net
    
    
    Laity: Judges, executioners and jailors all see Genveer as a patron, as do those involved in blood feuds. Casual offerings are made by those seeking recompense on lesser matters as well.
    Templars: The Dwarven Knots (so named for their hopelessly entangled beards) serve the cause of vengence on two fronts. First, they target areas where some great injustice has occured, extracting the price dictated by the Priests. Second, each Knot has one or more personal lifequests, which he is charged with fulfilling whenever the opportunity arises.
    Initiation: Knots choose their path on their own, usually after some great tragedy. Virtually all Dwarves know that all one must do is call upon the power of Genveer, and if the cause is just, the call will be heeded. Shortly after embarking on this quest, the Initiate will be approached by a Priest or a Knot, who will train the Initiate as they aid in the first leg of the quest.
    Structure: For a Lawful group, the Knots have a surprising lack of structure. Knots may use the Temples as havens on their quest, and are expected to respond to calls for assistance. Knots who have a common goal (often mutual survivors of the same catastrophy) will often travel together. Once Knots have completed their initial vengance-quest, they will typically become roving forces for vigilante justice, companions of still-questing Knots, or Temple guardians. A small number will take up a second or even third Quest in their lifetimes (often targeting an enemy of the Temple). Such individuals are highly honored among their peers. Knots who enter areas where law-enforcement is strong and relatively incorrupt will usually offer to use their skills on behalf of the militia. If there is widespread corruption in the guardians of the law, then they will often turn on them, instead. Lands where Genveer is the state religion are virtually always ruled by an excessively harsh, though consistent, "eye for an eye" code of law.
    Adventurer's Notes: Questing Knots will work with any group who shares their cause, but can prove reluctant to be sidetracked. Knots who have completed their personal Quests are the most common type of "adventurer", as such groups often oppose injustice. Such Knots are often the target of attempted manipulation by evil masterminds seeking to bring down a rival. Knots who have been manipulated into targeting a PC or an NPC of value to the party (maybe even one deserving of the attack) can make excellent foils for a group into role-playing.
    Dogma: Punish the guilty. Avenge the innocent. Harm the innocent not. If one of your brothers falls, destroy his slayer. Never surrender your quest. Do not be swayed by mercy--that is for the gods. Bans: Permitting the guilty to live, bringing harm to an innocent.
    Game Notes: Ability Requirements: Str 12, Con 12, Wis 12 HD:d8/+2 Save/Attack as Fighter Alignment Req: LN Tendency: Race: Dwarf/U, No other races. Armor : Chain or less Weapons: Any Special Abilities: Priest :Immune to Ench./Charm Warrior:Str/Con Bonus Rogue : Wizard : Other :Track as Ranger, Enemy as Ranger, NWP: General, Warrior Restrictions: Carry, No more than 10 MI Level XP 2 1600 3 3200 4 6400 5 16000 6 32000 7 64000 8 120000 9 224000 +1 +240000

    Return to the Book of the Gods
    Return to the List of Dieties


    This page hosted by GeoCities Get your own Free Home Page


    Hosted by www.Geocities.ws

    1