Cechleoze
Mythology & Lore
In the beginning, there were five beings of power. Each held power over a single element. The eldest of the beings was Teodul. He ruled over his siblings. He oversaw where they stood, as his power was held in the ground. Teodul was a wise, benevolent, and stern being. He knew the hierarchical order of the world and held the dictate of thus. The next oldest held the suns in his palms. He was called Phoibos. Phoibos maintained the balance of the solar system. He oversaw the skies and looked down observing everything. Due to this, he was a noble and honorable being, the other four beings held him in respect. The middle being was known as Jurek. He held the power to bestow life and functionality upon the world. From his fingertips sprouted the first lifeforms that strode into the sunlight onto the world shaped by the beings. Jurek remained neutral in all regards. He saw the balance of life as an objective stance taking no heed to one life over another. The second youngest was named Ayisha. All of the air was her domain. She created the gentlest breeze with a simple exhale and the strongest of storms with a simple gust of breath. Ayisha is the most proud of the beings. Taking glory in her role and upholding the tasks given to her by Teodul. The youngest of the beings is Ouri, commander of the waters. He shaped the currents of the streams, sculpted the waves that crash upon the shore and pulls the tidewater in and out. His temper was short and he lived in jealousy of his older siblings. For many years the five lived in harmony, creating art upon the world with their gifts and playing with the creatures given by Jurek. One day however, Ouri could no longer take it. He was tired of being the lowest of the beings. He would show them he was not the weakest, but the strongest. Ouri challenged his boastful sister to a contest of power. He told her he was certain his waves could race faster than any wind she would ever produce. She took the challenge and brewed the biggest storm she could muster, and it raced across the ocean, shattering waves as it thundered through the air. Ouri took his chance, he imbued the storm with water and spun it into an even more powerful storm. Waves ripped through the air, powered by the fearful hurricane they had created. He then turned it towards land and let it go, watching as it devastated the art and life the beings had created. Ouri laughed as he felt his power growing. He sent another wave against this land, this time flooding it with water, turning the world into an ocean. The storm had lost his sister’s control long ago, and now heavy wet clouds blocked Phoibos' vision rendering him powerless. Jurek tried to save what he could and created the fish of the ocean from his lifeforms that remained. Teodul’s domain was swept under his brother's zone of control. He had stifled the other beings and now had supreme power. Ouri grinned with victory. Suddenly Teodul burst from beneath the seas. In a gleam of self-sacrifice he combusted into a holy light and blew away the clouds and wind. His body then fell disintegrating into what is now the sand of the world. Looking down as his vision cleared, Phoibos shifted his palms to cast a searing heat across the land and dried the water into vapor, which in turn, Ayisha blew back to the ocean. After defeating Ouri, the remaining beings wept for Teodul’s demise. Shifting his sand through their fingers. In the minds rang a booming voice “Weep not my siblings for I am all around you. We must look on and put this struggle behind us. I know now of our brother’s plight. We all should rule side by side.” With that, he spread his sands to let his brother return. Whose tears of regret and sorrow filled the rivers, lakes and streams of the world. Such then on, Teodul decreed they would rule together and extended his hand and raised his siblings up into a higher plane with him. Using their powers combined they finished shaping the world creating all of life and nature. Ruling side by side, together as one. To assist them in their rulings, they combined their powers to create more beings of power. These beings are less powerful, but reign over a specific element in the world.
Divine Origins
Cosmological Views
The world was created as a playground for five beings of great power who in their infinite wisdom and through their inner struggles have produced the world as we know it and maintain its grace.
Worship
Homage must be paid weekly to a patron deity in the form of either a sacrifice, pilgramage or bestowed gift.
Priesthood
Avatar of Sect: Each god and goddess has their own Avatar chosen by them. This person holds absolute power over the branch of clergy devoted to them as they are the literal voice of god.
Council of the Avatars: Once every year in the great city of Wabrycg, each avatar comes together and debates on rulings for their overstretching law. During this week, rules are changed, religious hearings are held and a new arch-avatar is chosen from among the avatars of the original five.
Arch-Avatar: The Arch-Avatar is chosen representative of the religion. He has temporary absolute authority over matters that affect all of the religion. It is the Arch-Avatar duty to make sure the other fourteen avatars are doing their job to their deity. Any small issues relating to the religion as a whole or any heretical divergence are for the Arch-Avatar to deal with.
Council of the Avatars: Once every year in the great city of Wabrycg, each avatar comes together and debates on rulings for their overstretching law. During this week, rules are changed, religious hearings are held and a new arch-avatar is chosen from among the avatars of the original five.
Arch-Avatar: The Arch-Avatar is chosen representative of the religion. He has temporary absolute authority over matters that affect all of the religion. It is the Arch-Avatar duty to make sure the other fourteen avatars are doing their job to their deity. Any small issues relating to the religion as a whole or any heretical divergence are for the Arch-Avatar to deal with.
Granted Divine Powers
Ayisha - Goddess of the Air:
Crusader- Ayisha’s Breath: (LvL/3 per day) The crusader may send a strong gust of wind towards an area. All creatures in a 8 meter cone originating at the crusader must make a basic STR save or be knocked back 8 meters and knocked prone. Any loose objects under 10*Level kg in weight are sent flying as well. If an object that was sent flying would pass through a character it has a 50% to hit. If it hits it deals 2*(mass. kg) damage. Every third level after first increase the save success category by one.Disciple- Wind Walking: Disciples may perform an Acrobatics simple skill check to walk upon the air. For every 10 meters traversed, increase the skill success category by one. If winds are blowing, it is instead a basic skill check. If the Disciple ends his turn in the air, he falls.
Priest- Air Bubble: Priests can form an air bubble around the target creature blocking it off from all outside effects. This bubble has (10*(Priest’s Level+Piety)) HP and prevents all effects dealt to creatures inside by things outside. The bubble last for 1 minute*(Priest’s Level), until its HP reaches 0, or until the Priest breaks concentration.
Seer- Wind Speaker: A Seer can talk to the wind. Using a simple Divination check they learn the presence of all creatures in a one km radius for the past hour. They know the number, direction traveled and time ago that the creature passed.
Witch-Hunter- Lungs of Steel: When fighting a creature of their specialty, a Witch Hunter can call upon Ayisha to knock it prone with a huge breath. At will, a Witch-Hunter can force all creatures of their specialty within 10 meters of each other 5 meters back and stunned. Creatures can make a basic END save to resist this effect. Every third level after first increase the save success category by one. After using this ability, a Witch-Hunter must wait (50/Level) phases to use it again.
Jurek - God of Life:
Crusader- Life’s Reward: (3+LvL per Day) A Crusader of Jurek may choose to absorb some of the damage dealt on their next attack. If they do, the next damaging attack the Crusader makes regains the Crusader ½ the damage dealt in hit points. These bonus hit points are spread among the Crusader’s body evenly. A Crusader may choose to expend mana to regain even more hit points to up to the max of double the number of hit points gained from the attack. Each bonus point costs one mana.Disciple- Life’s Duplicate: Once a day, as a full round action, a Disciple may split his hit points in half and create a duplicate of himself. This is his new hit point maximum for the duration of this ability. This duplicate is treated as if it were a separate creature that is identical to the base disciple except it is a Holy creature in addition to its other types and appears as if it was made out of holy light. It is controlled by the disciple and takes its turn directly after the Disciple. If either the disciple or the duplicate reach 0 hit points, the duplicate fades and the disciple is unconscious and dying. Otherwise this ability lasts for 10 minutes per level. A disciple may also expend 1 mana to extend the duplicate’s life for 1 minute. As a partial action, a disciple may expend 10 mana to reabsorb the duplicate at a distance, teleporting the disciple to the former location of the duplicate.
Priest- Life’s Expansion: When a Priest would restore hit points, they heal an additional number of bonus hit points equal to their level + Foresight.
Seer- The Flow of Life: A Seer of Jurek can sense all living creatures within 20 meters. Sensing their alignment and presence, but not their exact location.
Witch-Hunter- Purification of Life: You may spend mana equal to 1.5x the mana spent on a spell to counter the spell. The counterspell effect has an 80% success rate.
Ouri - God of the Water:
Crusader- Water Shield: A Crusader may summon a skin of water over their body. This water provides a DR bonus equal to the number of mana spent to cast it. It is cast as a free action. At 5th level, the DR bonus gained is doubled. At 10th level it is tripled. The does not soak anything upon the Crusader, although any Fire damage taken is halved. This ability has no effect while submerged in water. The Crusader may not spend more mana than their Intellect score +5 (minimum available bonus +2). The Crusader is vulnerable to Electric damage, dealing double the amount of damage per attack, and it ignores the DR given while the shield is active. The Bubble lasts for 3 minutes per Religious Class Level. If the ability would end, you may instead expend half the mana spent to cast the shield to renew it.Disciple- Water Walking: Disciples may perform a Acrobatics simple skill check to walk across the water. For every 10 meters traversed, increase the skill success category by one. If the water is rough, it is instead a basic skill check. If the Disciple ends his turn above water, he falls into it.
Priest- Water Bubble: Priests can form a water bubble around the target creature. While in this bubble, the creature has water-breathing and comes to move as normal. The bubble has no HP, but instead gives the creature a +3 DR. The bubble last for 1 minute per Religious Class Level or until the Priest breaks concentration.
Seer- Pool Scrying: If a Seer has access to still water for the duration of the scry then she gains a +10*LvL to her scrying ability. Scrys made using this ability are immune to illusion and false information.
Witch-Hunter- Flame Purge: When a Witch-Hunter would deal damage to a creature, if it is of the Fire type, the Witch Hunter gains 10*LvL in bonus damage. This damage is categorized as if it was of the Water type.
Phoibos - God of the Suns & Fire:
Crusader- Sun’s Blade: When a Crusader would deal Holy damage, he deals bonus Fire damage equal to ¼ of the damage dealt. The target must also make a simple END save or become lit on fire.Disciple- Sun’s Fist: (LvL/3 per day) A Disciple may attack with a blazing fist of fire. This attack does 3*Level in Fire damage and lights the target on fire. This effect is in addition to the base unarmed strike.
Priest- Solar Enlightenment: In the daylight, a Priest of Phoibos gain access to special Solar Points. These points can be expended as mana or as bonus damage for allies. Phoibos’ Priests gain 8*Level Daylight points that disappear at the end of the day and renew the following dawn. When expending these points for mana it acts as 1 point of that resource. If used to grant bonus damage every 4 points give +1 Damage and give the weapon Fire type in addition to its other types.
Seer- Sight of the Twin Suns: The Seer may use the power of the suns to peer through objects and terrain. Any creature or object within 10 meters per Religious Class level and in contact with light from a fire, including sunlight, can be seen as if the Seer had normal line of sight.
Witch-Hunter- Wrought from the Fires: Witch-Hunters gain Resistance 50 (Fire) and immunity to Heat. They also may change any Fire damage the Witch-Hunter deals to Holy damage at will.
Teodul - God of the Ground:
Crusader- Teodul’s Fury: As an partial action costing 10 mana, the Crusader can shake the ground. All creatures and structures within a 5 meter radius take 5*Level Force damage and creatures face a simple STR check or be knocked prone. Creatures that are levitating or flying avoid this damage.Disciple- Pocket Sand: A Disciple can make a ranged attack to throw magical sand at a target within 3 meters of them. On a hit the target takes 3 Crushing damage and must make a simple END save or become blinded for Level/2 phases. (min. 1). Creatures without eyes are immune to the blinding effect.
Priest- Earthquake: Priests gain the knowledge of the spell Earthquake regardless of requirements and it costs 50% less mana to cast. The Priest can cast this spell without components or a focus.
Seer- Shifting Sands: As a partial action, a Seer can switch places with any location within 10m as long as it is covered in sand. You may also add additional meters to the distance with mana at 1:1 ratio. Any object or creature in the space the Seer moves to switches locations with the Seer. Targeted creatures can do a simple PER save to move to a square adjacent and avoid being moved. Every third level after first increase the save success category by one.
Witch-Hunter- Grounded: A Witch-Hunter gains +75 Resistance(Electric) and whenever the Witch-Hunter would deal damage to Creature with the Electric type, they deal bonus damage equal to their level + 2.
Abramm - God of Agriculture, Growth & Harvest:
Crusader- Growth: (Piety+LvL/day A Crusader can double his size growing to the next size category. All non-magical equipment grows with him (if the equipment is removed from the Crusader’s possession it returns to its original size, including projectiles). This costs 4 mana points per phase to maintain. This ability takes concentration and the Crusader reverts to normal size when it is broken.Disciple- Field Runner: Disciples of Abraam gain a +25 to Move Silently and Hide when in open terrain and can never be caught flat-footed in the open.
Priest- Bountiful Harvest: A Priest may expend 5 mana to make a 2 meter area of plants grow and mature. When cast the Priest can choose to entangle or harvest. If entangle is chosen, all creatures within the area must make a simple STR save or become entangled. If harvest is chosen, any edible nuts, fruits, or vegetables ripen and any taken from these plants restore 2 HP when eaten, but lose their powers in 10 hours.
Seer- Fleet Footed: A Seer is never hindered by plants. Also, they may guide one other creature per level through the same area.
Witch-Hunter- The Natural Order: A Witch-Hunter of Abraam may wield a weapon made of organic materials as if it were a holy weapon. It does 4+Level Holy damage. This enchantment requires 2 mana per round it is activated. It may only be applied to one weapon at a time, so dual wielding would only give the benefit to one weapon.
Aglaea - Goddess of Nature, Hunting & the Wilds:
Crusader- The Striking Hunter: (3/day) A Crusader may give their next attack a +(5+(2*Level)) to hit. If the attack misses, the Crusader may instead deal 1/4 damage rounded up (min. 1).Disciple- The Stalking Hunter: Sneak attacks by a Disciple of Aglaea double the WDR of the weapon. This bonus is applied after all other modifiers.
Priest- The Merciful Hunter: (2+Piety+LvL per Day) A Priest of Aglaea may choose to make their next attack deal ¼ damage. If they do so they gain the other ¾ of the damage as healing that may be directed onto themselves or any ally within 15 meters. A Priest may choose to expend mana to add bonus healing up to their level. Each point of additional healing costs 2 mana
. Seer- The Wise Hunter: Seers of Aglaea may expend 3 mana to give an ally +6 to their next attack roll. This may be granted to the same ally a number of times equal to the Piety+Level+1 of the Seer.
Witch-Hunter- The Natural Order: A Witch-Hunter of Aglaea may wield a weapon made of organic materials as if it were a holy weapon. It does 4+Level Holy damage. This enchantment requires 2 mana per round it is activated. It may only be applied to one weapon at a time, so dual wielding would only give the benefit to one weapon.
Altti - God of Death & the Afterlife:
Crusader- Death is My Shield: (1+Level per Day) A Crusader of Altti may lose 1 Piety to wrestle their soul from death. If an attack would kill the Crusader, it instead moves the Crusader to 1 HP remaining and the crusader gets an attack of opportunity.Disciple- Soulwalker: A Disciple of Altti may perform a ritual that takes 10 minutes and requires a willing partner. At the end of the ritual the soul of the Disciple is bound to the partner and the Disciple may now choose to take the damage of an attack for this person. The Disciple may also expend 1 mana per 10 meters distance between the partner and the Disciple to teleport to the partner. If this is chosen the link ends and must be renewed. The binding can also be ended by either member of the soulbind as a free action.
Priest- Mortem-Caeli Beckons!: The priest may make a ranged touch attack against a creature up to 15 meters away. If the attack is successful the priest may apply one of their touch spells to that target. This attack must target a creature with a soul.
Seer- Soul Seer: Seers of Altti may spend one minute analyzing a creature. At the end of that minute they will understand the creature’s alignment and the creature’s deceased ancestors. Once the seer has completed this action they gain a +10 to all Rhetoric checks with this creature.
Witch-Hunter- Death is a Fickle Master: The Witch-Hunter gains bonus damage equal to half the hit points they have lost. This damage is considered Holy damage. The Witch-Hunter may also choose to sacrifice their HP to add additional damage to an attack. The max HP sacrificable is equal to your level. If the sacrifice would knock the Witch-Hunter unconscious, the attack fails to be completed.
Amelina - Goddess of Justice , Balance & Reason:
Crusader- Amelina’s Justice: A Crusader deals an additional point of Holy damage on attacks that is equal to his level.Disciple- Perfect Balance: When a Disciple of Amelina would make a save to fall prone, they may roll twice and choose which result to take. Additionally, the inner balance always allows the Disciple to land perfectly. If the Disciple is not incapacitated, the Disciple lands standing up and negates END + Level of falling damage.
Priest- Tip the Scales: When casting a spell, before any roll in made, a Priest of Amelina may rearrange any numerics in the spell as long as there is no gain or loss on the total. (I.e If a Priest went to cast a spell that requires a touch attack and has damage 10; the Priest could change so they receive a -5 on the attack roll and +5 to the damage of the spell)
Seer- Tip the Scales: When casting a spell, before any roll in made, a Seer of Amelina may rearrange any numerics in the spell as long as there is no gain or loss on the total. (I.e If a Seer went to cast a spell that requires a touch attack and has damage 10; the Seer could change so they receive a -5 on the attack roll and +5 to the damage of the spell).
Witch-Hunter- Unwavering Clarity: A Witch-Hunter of Amelina can always find perfect reason and balance in the chaotic world of monsters and magic. The Witch-Hunter can never become confused and when making a save on an illusionary effect, they may roll twice and choose which result.
Fujioka - God of Metal & Mining:
Crusader- Metalflesh: A Crusader may turn his skin to a metal. This provides a DR bonus equal to the number of mana spent to cast it. It is cast as a free action. At 5th level, the DR bonus gained is doubled. At 10th level it is tripled. During this time a Crusader’s weight is doubled and has the subtype Metal. While the effect is active, the Crusader has a -23 penalty to Acrobatics, Climbing, Jump, Swim and Move Silently checks. At the end of every phase, the effect ends unless the amount of mana is expended.Disciple- Ironfist: A Disciple can use a minor action to turn their fist into metal. This lasts for rounds equal to your level in Disciple. While the effect is active, all attacks made using the fist double the base WR of the unarmed strike. In addition, the attack gains the Holy and Metal subtypes in addition to its regular types.
Priest- Shape Metal: A Priest can use a partial action to change the shape of a metal object with 5 meters. It costs 10x objects weight (kg) in mana to alter and the altercation lasts for minutes equal to the Priest’s level.
Seer- Metal Sense: A Seer can view past imprints of creatures who touched a piece of metal. Within 24 hours a Seer can sense an accurate account of the number of creatures, their races, duration of touch and direction if footprint. Within a week they can determine a vague collection of what occurred.
Witch-Hunter- Divine Metal: When making an attack with a weapon made primarily of metal, the attack is considered Holy in addition to its other types and the weapon is considered magical for all intents and purposes.
Kjell - God of Art, Poetry & Beauty:
Crusader- Piercing Beauty: When making an attack with a weapon, the Crusader may use Beauty instead of the normal attribute. If the weapon requires an average, substitute Beauty for only one.Disciple- Patron of the Arts: A Disciple of Kjell removes Humble Ways. When making an unarmed strike, the Disciple may use Beauty instead of Strength.
Priest- Art Historian: When making a skill check relating to art, music or poetry, the Priest can add 20*Level to the check. In addition, gain +25 in Craft(Art) and Preform(Poetry).
Seer- Art Historian: When making a skill check relating to art, music or poetry, the Priest can add 20*Level to the check. In addition, gain +25 in Craft(Art) and Preform(Poetry).
Witch-Hunter- Piercing Beauty: When making an attack with a weapon, the Witch-Hunter may use Beauty instead of the normal attribute. If the weapon requires an average, substitute Beauty for only one.
Møller - God of Trade & Good Travels:
Crusader- Fleet Movement: Gain bonus movement equal to Religious Class Level in meters. In addition ignore rough terrain when determining move distance.Disciple- Fleet Movement: Gain bonus movement equal to Religious Class Level in meters. In addition ignore rough terrain when determining move distance.
Priest- Religious Tithe: When making a purchase with a follower of the Cechleoze faith, prices are always at least 25% less than market value.
Seer- Fortunate Travel: When traveling, a Seer of Møller can never become lost except by supernatural means. In addition, when the party travels along a trade route, they move at double the speed they normally would and ignore any terrain penalties.
Witch-Hunter-Fleet Movement: Gain bonus movement equal to Religious Class Level in meters. In addition ignore rough terrain when determining move distance.
Murreadach - God of War, Battle & Blood:
Crusader- Battle Frenzy: For every heathen struck down by the Crusader, he gains a +1 to all Ability Scores for 10 minutes from the time of death. The maximum bonus granted by this ability is 1+(Twice the Religious Class Level).Disciple- Master Striker: After each consecutive attack, the Disciple gains a modifier equal to their level to their next attack. This bonus increases until the Disciple misses an attack or goes a round without making an attack.
Priest- Blood for Murreadach: A Priest can tear the literal flesh and blood from a heathen, heretic, or follower of a different Cechleozeion Deity. A Priest can pay X mana then make a ranged attack roll against a creature with subtype Flesh. On hit, the creature loses X amount of hitpoints. On a missed attack, the Priest still loses all spent mana.
Seer- Target Sighted: A Seer can choose an opponent that they can see or have divined in the last 1 minute. Up to X number of allies gain a +5*X to all rolls to hit the target for the next X minutes. Where X is equal to the Seer’s level.
Witch-Hunter- Hunter Frenzy: For every monstrosity struck down by the Witch-Hunter, he gains a +1 to all Ability Scores for 10 minutes from the time of death. The maximum bonus granted by this ability is 1+(Twice the Religious Class Level).
Phile - Goddess of the Mind, Emotions & Insanity:
Crusader- Passion of Phile: (3+Level per Day) The Crusader can fill themselves with intensified emotions. This surge gives them powers beyond their normal capacity. Two ability scores are increased by X for X minutes where X is the Crusaders level+2. During this time, the Crusader is filled with an increased zealousness to his goddess.Disciple- Purity of Mind: Disciples of Phile has mastered the ability to clear their mind. As a minor action, a Disciple may remove all effects currently affecting him that have an INT save. This affects both buffs and debuffs.
Priest- Zeal for Phile: A Priest may bestow an effect upon a target. If the target is an ally, the target is filled with a passion for Phile. The empowered emotions give a plus X+3 to one ability score for X minutes where X is equal to the Priest’s level. If the target is an enemy, the enemy goes insane for X minutes driven to attack the closest non-Phile follower until the effect fades. The target must make a basic FOR save; willing negates. The save to remove insanity is done at the end of the priest’s turn repeatedly throughout the effect's duration until a success or the ability fades.
Seer- Phile's Insight: Level/day; A Seer can detect the surface thoughts of a target she can see. Make a contested Divination check versus the target’s FOR save. If the target succeeds, the target does not know the attempt occurred.
Witch-Hunter- Unwavering Clarity: A Witch-Hunter of Phile can always find perfect clarity in the chaotic world of monsters and magic. The Witch-Hunter can never become confused and when making a save on an illusionary effect, they may roll twice and choose which result.
Sects
Each deity has his/her own sect that his/her avatar reigns over, all religious practices other than the main tenants are decided by the ruling avatar. However, most of the rulings are the same.