Symetyr


    Keeper of Secrets

      Symetyr is the diety in charge of secrets and forgotten
     lore.  It is said that Symetyr and Thilg know all things
     knowable.  They are rivals, for as one gains in power, the
     other fades.  Their Priests share a rivalry, although it is
     not usually a violent one.  Symetyr is also the diety in
     charge of magic, as Symetyr is the one who gave its secrets
     to the elves, forbiding them to tell the other races.
    
    
    Priests: The Priesthood of Symetyr is responsible for safeguarding scrolls and other magic items, and their agents often race against those of Thilg in trying to secure records from ancient ruins. They also are one of the few carriers of the more exotic material components for spells. Priests often serve as oracles for clients who seek information not possessed by the temples of Thilg.
    MAJOR (All+)
    Astral
    Charm
    Divination
    Elemental
    Summoning


    MINOR
    Combat
    Creation
    Protection
    Weather



    GRANTED POWERS
    1: Det. Magic (3/d)
    1: Prophecy
    1: Analysis: Eldritch Creatures
    {} May recognize one type of EC
    {} with a Wis Check
    5: High Immune (Player's Choice)
    7: Shapechange (3/d)
    ARMOR
    No Armor






    WEAPONS
    Dagger, Knife
    Hand Crossbow
    Sling




      
    
    Laity: Just about all Wizards give at least lip-service to Symeter, and Ritualists in particular give frequent offerings. Others who rely on secrecy, including many spies, pay regular homage to Symeter. A brief prayer may be offered up by almost anyone who has or wants to learn a secret.
    The Whispers of Symetyr The Whispers of the Secretive One are, unsurprisingly, one of the best groups on Chiar at keeping their rites and customs concealed. Even their purpose can be hard to fathom. Generally, they seek to advance the development of Wizard magic and are opposed to the doctrine of the followers of Thilg, as they see the unilateral advancement of knowledge as undermining the power of Magic, which they feel is dependent on a certain amount of "universal subjectivity".
    Initiation: The Whispers are most secretive about how they locate prospects, let alone how they train them, but speculation and logic indicates that they look for many of the same traits found in Thilg's Seekers--intelligence, curiousity and imagination. Certain other characteristics are also called for-- discretion, a love of mystery and the ability to keep a secret. Naturally, a certain aptitude or interest in magic is also helpful. What is known is that at some point during the final Initiation, the new Whisper's throat is partially slit and then magically healed. The result is that while the Whisper can be heard naturally at the usual distances, the voice always sounds like a whisper into the listener's ear.
    Structure: The Whispers have a very simple structure. There is little by way of heirarchy, other than that gained by reputation--Whispers who become known for wise advice or ability will be deferred to by the others, especially in a crisis. While there is no truly established heirarchy, there is a somewhat arcane categorization based on the shape of the scar left by the initiation ceremony. These are referred to by the names of the phases of the moon.
    Adventurer Notes: Player Whispers, of course, share many of the motivations of the Seekers--locating lost or forgotten ruins. The difference comes from the fact that the Whispers are going to be far more proprietary about the information they gain. Additionally, Whispers can be drawn into any quest which promises information about their chosen School of Magic. Rumors of lost tomes or ancient artifacts can provide a great deal of motivation. In urban settings, rulers often call upon the Temple to assist in rooting out spies and foiling intrigues. Whispers often gain prestige in their ranks for pulling off coups against their rivals, the Seekers of Thilg. Pranks, insults and one-upsmanship are all considered valid, but violence is heavily frowned upon. Some Whispers actively hunt down adventurers who indiscriminately slay magical creatures for no better reason than wealth--players could end up on either side of this fight. Whispers can make formidible foes, especially for characters trying to learn something The Whispers wish to keep secret.
    Dogma: Mystery adds romance and meaning to life--do not let it fade. Thine Oath of Secrecy is sacred--break it not, even if it means your life. Magic is Symetyr's gift to the world. Advance it at all levels and in all forms, for through it we touch the Divine. Magic is a force, without motive. Oppose those who would blame it for its practitioner's actions. Respect those beasts who have received Symetyr's Grace, and harm none without cause. This also holds for those who have mastered Symetyr's Arts. Bans: Allowing magical works to be destroyed, slaying mages or enchanted creatures without just cause, revealing a secret of the Order, breaking a confidence.
    Game Notes: Ability Requirements: Int 15, Wis 15 HD:d8/+2 Save/Attack as Priest Alignment Req:Chaotic Tendency:CN Race: Human/U, Orc/8, Elf/12, Drow/U, Kobold/6, Gnome/6, Dwarf/6, Goblin/6, Aaracockra/12, Hissus/8, Thri-Keen/8, Bullywug/9, Kuo-Toa/10, Locathah/9, Sahuagin/7. Armor :Non-metal Weapons:Dagger, Dart, Staff, Staff-sling, Knife Special Abilities: Priest :Greater Immunity to chosen School Warrior:Con Bonus Rogue :HN, OL Wizard :Select one School at time of Initiation. May develop new spells in that School Other :+2 Save vs. Spells NWP: General, Wizard, Priest Restrictions: Level XP 2 1800 3 3600 4 7200 5 18000 6 36000 7 72000 8 135000 9 252000 +1 +270000

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