Sile


    The Betrayer

      The Drow maiden Sile, who rose to power on the bloodied
     corpses of those she betrayed, has become the ideal model
     of conduct for many of that twisted race.  Her ascension
     was gained when she sacrificed the very Shaman of the
     Drowqueen who sought to help her achieve her goal.
    
    
    Priests: The Priests of Sile are always eager to increase the level of intrigue in the territories where they operate. Many willingly sacrifice friends and family to gain even the slightest advantage over one another. They are required to induce betrayal in those around them. It is not uncommon for them to operate a safehouse for Rogues of all sorts. Spheres & Powers
    MAJOR (All+)
    Astral
    Charm
    Divination




    MINOR
    Protection
    Sun
    Weather
    Healing



    GRANTED POWERS
    1: Reverse Laying on Hands (2/day)
    1: Charm/Fascinate (non-combat)
    1: Soothing Word
    1: Friends (2/d)
    3: Poison Brewing
    5: May save vs. Spells to give false
    {} results to Divination Magic
    ARMOR
    Non-metal, or Drow manufacture


    Buckler Shield



    WEAPONS
    Dagger, Stilleto
    Hand Crossbow
    Dart, Blowgun
    Knife, Sling



    
    
    Templars: The Masks of Sile have but one goal: make her religion the only one practiced by the Drow. Anything they can do to accomplish this will be done. They also protect the temples of Sile in the outlying lands, and ensure that the efforts of the Priests are successful. They also ensure that those efforts produce a sizable tithe to send to the "homefront".
    Laity: Almost anyone who is engaged in acts of betrayal, and thieves and spies of all stripes, will offer something to the Goddess in hopes of her favor.
    Sile's Masks The Masks of Sile, all Drow Elves, are, like their mistress, masters of the arts of deception, betrayal and assassination.
    Initiation: The Masks carefully monitor the youth in Drow communities, noting those who, at an early age, show a flair for backstabbing and betrayal. At some point prior to the youth's coming-of-age ceremony, he or she will be accosted by several Masks, issuing an invitation to their ranks. A refusal at this time will result in the youth being left alone and marked as a potential enemy. Should the youth accept, she will be inducted with a series of tests. The price of failure of any of these tests is death. The final test is believed to be the assassination or betrayal of someone close to the Initiate.
    Structure: The Masks have a very loose, very intricate structure. Each individual strives to attain a position of superiority to the others in their Coven (the most common grouping of Masks). As this dominance can take many forms, it is not uncommon for circular chains of authority to grow up within a Coven. Most Covens ultimately report to the Priesthood, but others operate independently, especially in regions with no established Temples or Shrines. In such regions, it is typical for lone Masks to operate in secret. The Masks are careful to conceal their identities, and many do not know the true identities of their bretheren, instead referring to each other by code names.
    Adventurer's Notes: In non-Drow lands, Masks are usually encountered as either freelance assassins (sometimes even founding a Guild), or as guardians for a well-hidden Shrine. They also will work to infiltrate and influence the local political structure, ensuring a high level of intrigue and backstabbing. In many Drow communities (although not all), the Masks operate openly (although still hiding their true names from the populace). In such regions, the community will typically be in a state of near-anarchy, as the Masks will strike down anyone who gains too much influence over the inhabitants.
    Dogma: Let none know your true name, even your bretheren. Slay at will those who would oppose you--they are sheep for the slaughter, nothing more. Get as close as you can before you strike--the act of betrayal is a holy one. Truth is for fools, mercy for the weak. Bans: Revealing their true identity to someone outside the order, showing loyalty to someone outside the order.
    Game Notes: Ability Requirements: Wis 12, Dex 12, Con 10, Int 10 HD:d6/+2 Save/Attack as Rogue Alignment Req: CE Tendency: Race: Drow/U, no other races allowed. Armor : Leather, No Shield Weapons: Stilletto, Dagger, Knife, Sap, Dart, Garrot Special Abilities: Priest :Major Immunities to Poison & Divination School Warrior:Weapon Specialization Rogue :Backstab, Hide in Shadows Wizard :N/A Other :Poison Brewing NWP: General, Rogue, Warrior Restrictions: Level XP 2 2200 3 4400 4 8800 5 22000 6 44000 7 88000 8 165000 9 308000 +1 +330000

    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