Tronet


    The Disfigurer

      Tronet, the First Flaw, is the embodiment of decay and
     rot.  Tronet seeks, whenever possible, to undermine all
     that is good and whole.
    
    
    Priests: Tronet's Priests are always moving, seeking to defame and bring down the good works of Gerof whenever an opening presents itself. They are also responsible for corrupting the good and the righteous, tempting the noble of heart to follow the path of evil.
    MAJOR (All+)
    Charm
    Healing
    Necromantic


    MINOR
    Creation
    Sun



    GRANTED POWERS
    1: Rev. Laying on of Hands
    3: Persuade as Bard (-2 Lev)
    5: Cause Disease (3/d)


    ARMOR
    Non-Metal

    No Shield


    WEAPONS
    Scourge, Flail
    Mancatcher
    Lasso, Net


    
    
    Laity: While open worship of Tronet is banned in almost all societies, commoners, who frequently suffer more than the rich from plagues, often seek to placate the Pestilent One during times of disease. Further, many corrupted officials and nobles have small, secret shrines to Tronet, part of the pact many make for the temptations of the Priests.
    The Scourges of Tronet: The Scourges are the bane of the Makers. They seek to defile all that is good and pure. They advocate the corruption of all things--the physical, the spritual and the social.
    Initiation: The Priesthood of Tronet has a ritual by which they determine those whom destiny has marked for greatness. Those who are deemed sufficiently vulnerable are kidnapped at a young age by teams of Scourges, who undertake the training and indoctrination of the Initiate. Whenever possible, the family of the Initiate is left alive. By the time the youth enters puberty, he or she has already witnessed and performed atrocities so great that most people would be incapable of even comprehending the extent of their evil. As a final test of their corruption, they must lead a team to capture and torture their former families. Those who succeed are inducted, those who fail are given the fate of their intended victims.
    Structure: There are several subdivisions within the Scourges. Their embrace of chaos makes it difficult for outsiders to even evaluate the overall picture. One division is very obvious: The Foul are marked by boils, scars and other disfigurements, while the Blessed are paragons of beauty and grace (see below for the relationship between the two). Political power is often as important, although not necessarily more important, as class abilities when it comes to determing who is in charge. Treachery and cunning are often rewarded with greater station, although typically the rise simply makes one a new target.
    Adventurer Notes: Scourges make excellent villians, at all levels of play. Lone Foul are among the nastier marauding villians, as they try to spread disease and poison the wells of villages. In groups, such monstrosities can strike fear into the hearts of even the staunchest warriors. The Blessed are more inclined to political intrigue, deception and manipulation. Internal conflicts at a Temple often spill out to the surrounding area, as rivals cause increasing strife and devastation in an attempt to one-up each other. Scourges will sometimes try to get an especially odious (to them) group of heroes to undertake an adventure that is likely to bring about some level of corruption, particularly if it could lead to the recovery of lost, cursed magicks.
    Dogma: Corruption is all--people betray, animals grow old and sick, plants rot and even water breeds disease. Strive to bring the corruption that lies within all things to the surface. Do not fear the Chrysalis: it will bring you great power as it reveals your own divine corruption. Warp all of the Fool's (Gerof's) creations. Tronet delights most in the corruption of those who seem most pure--do your best to bring down the self-styled "heroes" of the world. Bans: Love of any sort, loyalty to anyone other than Tronet, curing the sick, seeking to atone for past sins.
    Game Notes: Ability Requirements: Wis 12, Con 12, Cha 17 (see below) HD:d10/+2 Save/Attack as Priests Alignment Req:CE Tendency: Race: Human/U, Orc/U, Elf/12, Drow/U, Kobold/12, Gnome/11, Dwarf/8, Goblin/14, Aaracockra/10, Hissus/10, Thri-Keen/10, Bullywug/10, Kuo-Toa/U, Locathah/10, Sahuagin/U. Armor : Any non-metal Weapons: Scourge (Req.), Whip, Flail, Dagger/Dirk, Stilletto, Sap Special Abilities:If (/), before refers to Blessed, after to Foul Priest :Immune to Poison, /5 Cause Disease (3/wk) Warrior:Con Bonus Rogue :Backstab Wizard : Other :Persuade as Bard/ NWP: General, Rogue, Priest Restrictions: Starting Charisma must be 17+, if it ever falls below 17 (even temporarily) lose one Cha/day down to 3, this change is permanent. Level XP 2 1800 3 3600 4 7200 5 18000 6 36000 7 72000 8 135000 9 252000 +1 +270000

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