Tevlor


    Breaker of Chains

      Tevlor was an Elf, born and raised in a land that had
     long been part of the recently-ascended Drovelor's empire. 
     It was the revolution of Tevlor which freed the people of
     his forest, and it was her legend which inspired the other
     uprisings that shattered that empire.
    
    
    Priests: The Priesthhod of Tevlor is opposed to all tyranny. In any oppressed region, they are responsible for operating safehouses, and for keeping alive the hopes and spirits of the common folk. In lands where the central authority is just, they are also charged with ensuring that the rulers will not forget or neglect the needs of the masses.
    MAJOR (All+)
    Combat
    Protection
    Guardian


    MINOR
    Creation
    Healing



    GRANTED POWERS
    1: Defy Locks/Bonds
    5: High Immune (Ench/Charm)



    ARMOR
    Non-Metal, Elfin Chain

    Small Shield


    WEAPONS
    S/M Slashing Weapons




    
    
    Laity: Revolutionaries everywhere look to Tevlor's example, as do many ``noble bandits'', who seek to overthrow despotic usurpers. Many commoners who live under oppressive rule also offer short, secret prayers asking for deliverance.
    Tevlor's Liberators The all-elf Liberators follow in their founder's work: Overthrowing tyrants. Naturally, this does not endear them to the followers of Drovelor. A large part of this work involves the inspiration of the masses who live in tyranny, to ensure that liberty, once attained, is not squandered. Liberators are suspicious of even "benign" rulers, such as the followers of Trocept, and are quick to correct any attempts to suppress the base freedoms to which they feel eveyone is entitled.
    Initiation: The Liberators send recruiters to each Elven community periodically, preaching to others about the need for vigilance against tyranny. Although most Elves are too laid-back to join such a militant Order, a few do answer the call. Those who join the Liberators are trained in the arts of guerilla warfare and propaganda, as the Order recognizes both as necessary to overthrow a tyrant.
    Structure: There is very little structure or heirarchy to the Liberators, save that based on merit. All matters are decided by a quickly taken vote, followed by even quicker action. There is only a brief time alloted for debate or discussion, even in non-crisis situations. Most Liberators call one another "Brother" or "Sister", although those who have served long or well may be given the honorific of "Father/Grandfather" or "Mother/Grandmother". Even this is not a requirement, though, and for such a one to be referred to as "Brother" would not be perceived as an insult. Tevlor has no Temples, but many Shrines. Liberators are expected to defend Shrines and to carry news from one Shrine to another. Shrines fall into two categories: Memorial Shrines and War Shrines. Memorial Shrines are typically founded to preserve a legacy of freedom in an area where the Liberators have been successful. War Shrines exist in those regions where the Liberators feel that the current power structure must be overthrown.
    Adventurer's Notes: PC Liberators have numerous opportunities for adventure: Stirring up the oppressed against tyrants, acting as leaders in time of open revolt, defending free areas from hostile takeovers and ensuring the protection of liberty in benevolent governments through court intrigue. There are internal conflicts, as well, between those who feel that certain liberties (such as the right to make speeches supporting tyranny) must be curtailed in order to protect the rest, and those who argue for absolute freedom. Liberators can also be foils for Lawful groups who wish to establish a stronger sense of order in a region that the Liberators believe is better off as is. Such a conflict is most likely going to take the form as a propaganda war, as the Liberators will regard the PCs as misguided rather than evil.
    Dogma: Personal liberty is the highest good. Tolerate only those laws which enhance personal freedom. Oppose slavery, oppression and tyranny whenever you find it. The masses must be inspired to oppose their oppressors, or else they will succumb again. Do not hesitate to overthrow an oppressive regime. Do not mistake material wealth for true liberty. Bans: Infringing on the liberties of another, abandoning someone to slavery, accepting a subserviant position or claiming a dominant one on a basis other than merit.
    Game Notes: Ability Requirements: Wis 12, Cha 14, Str 9, Dex 9 HD:d10/+2 Save/Attack as Fighter Alignment Req: CG Tendency: Race: Elf/U, No other races Armor : Non-metal Weapons: Any Special Abilities: Priest :Major Immunity to Ench./Charm School Warrior:Str/Con Bonus Rogue :Inspire as Bard, Hide in Shadows, Move Silently, Hear Noise Wizard : Other : NWP: General, Warrior Restrictions: Tithe, Carry Level XP 2 1800 3 3600 4 7200 5 18000 6 36000 7 72000 8 135000 9 252000 +1 +270000

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