Church of Helm Organization in Not Forgotten Realms | World Anvil

Church of Helm

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Хотя вера Хельма переживала и тёмные времена, поклонение ему никогда по-настоящему не исчезало. Большинство последователей считают, что Хельм никогда не исчезнет окончательно, и последние события - лишь подтверждение этому.   Священники Хельма говорят, что всегда нужно быть бдительным, всегда начеку, готовым к нападению врагов. Терпение, ясный ум и тщательное планирование, помогут одержать победу даже в безвыходной ситуации. Избравшие Хельма стараются быть всегда бдительными, с ясной головой и верными своему слову. Эти черты не обязательно делают их приятными людьми, однако, именно поэтому большинство считают верующих в Хельма негибкими и беспощадными.   Хелмитское духовенство полагает, что может показать праведную силу Хелма только через демонстрацию бдительности и чистой преданности. В своей роли стражей и защитников они повсеместно обучают телохранителей и проповедуют, что лишь проверенные Хелмом прихожане Бдительного истинно надежны. Однако, церковь Торма относится к таким заявлениям прохладно, так что истинное восстановление отношений между церквями будет долгим. Храмы Хелма - всегда внушительные здания, построенные исключительно для защиты. Многие из них - укрепленные аббатства, расположенные около опасных и злых областей. Большие города обычно имеют храм или святыню Хелма, поскольку из его Жрецов получаются превосходные охранники или начальники охраны. Везде, где они есть, преданные Хелма охраняют свои дома поклонения с неизменной бдительностью. Часто для озраны применяются смотрители (spectators), раса меньших бехолдероподобных, приводящая в бешенство церковь Бэйна и ее союзников-бехолдеров. В церквах Хелма посреди бесконечных казарм, арсеналов и учебных площадок находится центральный алтарь, которым всегда является массивный комплект полных пластинчатых доспехов. Все такие доспехи - святые реликвии веры, когда-то носимые одним из самых уважаемых чемпионов Хелма. Все, кто ищут убежище, принимаются в храмах Хелма, но если они обвиняются в преступлении, то они должны по своей воле подчиниться местным законам и правосудию, если приговор справедлив. Несмотря на риск, многие принимают это условие, поскольку последователи Хелма всегда гарантируют, что обвиняемого ждет именно справедливый суд.   Жрецы Хелма носят безупречные сияющие полные пластинчатые доспехи (часто со свойством вечносияющего) и шлемы с открытым лицом, часто увенчанные перьями. Они могут драпировать этот доспех красными плащами и табардами серо-стального цвета, и эти предметы одежды - или сам доспех - могут быть украшены Недремлющим Оком в центре и спины, и груди. В южных регионах хелмитское духовенство часто носит прекрасный полный пластинчатый комплект с драгоценными камнями, обработанными золотой филигранью, подчеркивающими огромные золотые глаза посреди спины и нагрудника. В областях, где жрецы не любят тяжело бронироваться, доспех уменьшается до набора тяжелых наплечников, но шлем остается всегда.   Церковь Хелма организована в строгую военную иерархию, и каждый верующий знает свой ранг относительно других. В прежние века все члены церкви в конечном счете отвечали перед единственным Высшим Наблюдателем, но понтифика не было начиная с Года Наблюдающего Шлема (992 DR). За спинами известных хелмитов поговаривают, что в это время зараза коррупции распространилась среди самого высшего духовенства Наблюдателя, и что само божество пришло поразить тех, кто предал его священное доверие. Столетия после этой чистки веры церковь Хелма управлялась Советом Шлемов, собранием высшего духовенства. Руководитель, помимо своих обязанностей, должен быть постоянно бдительным в отношении коррупции, распространяющейся в его собственных приходах - практика, которая доказала свою эффективность.   Многие из хелмитских аббатств поддерживают мощные церковные армии или ордена стражей. Собратья Единственного Истинного Зрения - орден хелмитских боевых жрецов и воинов, члены которого всегда были известны непоколебимой верностью. Их штурмовые отряды беспрекословно исполняли самые трудные задания и неоднократно выстаивали против многократно превышающего их числом противника. Однако члены этого ордена, многие из которых были вовлечены в хелмитские действия в Мазтике, получили сильный удар по репутации. Среди других орденов стоит отметить маленькое товарищество военных целителей, известных как Наблюдатели Над Павшими, группу посвященных телохранителей, называемую Вечнобдительными Рыцарями и орден паладинов, называемых Бдительными Глазами Божества.   Хельмиты — последователи Хельма — многочисленная и уважаемая конфессия в Королевствах. Это преимущественно рыцарские ордена, носящие доспехи со знаком Хельма. Среди самых известных орденов — Бдительные Очи Бога. Союзниками и одновременно соперниками Хельмитов являются поклонники Торма, Законно-доброго бога паладинов.   Хельмитство особенно распространено в центральном Фэйруне, по берегам Моря Падающих Звезд, в королевствах Кормир и Тетир. Хельмиты празднуют ежегодный Фестиваль во славу Хельма в Шилдмите. В Смутные Времена отношение многих людей к Хельму и хельмитам ухудшилось. Часть его поклонников вынуждена была бежать, открыв и заселив неведомый доселе континент Мазтика.   Жрецы Хелма молятся о заклинаниях утром, вскоре после восхода, или же как раз перед закатом. Единственный их церковный праздник - Церемония Почитания Хелма, проводящаяся в Шилдмит. Самая святая хелмитская церемония - Посвящение Постулата, подтверждающая соискателя как члена духовенства, и Благословление Глимтула, посвящающая специальные предметы службе Хелму (глимтул - древнее слово для обозначения "одобренной вещи"). Другие примечательные церемонии - Очищение и Святая Бессменная Вахта. Очищение - возобновление веры, которому подвергаются существа, возвращающиеся в веру или заглаживающие вину за недостаток бдительности, преданности или поклонения. Святая Бессменная Вахта отмечает повышение Жреца к более высокому рангу. Это продолжающаяся всю ночь церемония, которая проверяет силу воли кандидата, оружие которого парит, поднятое ритуальной магией старшего Жреца; концентрация кандидата поддерживает его парение. Жрецы Хелма никогда не командуют нежитью, хотя злые жрецы могут управлять нежитью.  

Bases

  The church of Helm was a strong, protective presence throughout the North. They were oft regarded as the region's first defenders against attacks from monstrous beasts and malevolent humanoids.  

Основные храмы Хельма

  Temples of Helm were imposing fortresses, whose architecture stressed defense and defendability. They were often built in Faerûn's most dangerous regions, or near its strongholds aligned with malevolent forces, (such was the case with Darkhold near the Sunset Mountains). Within their halls were a number of barracks, armories, training grounds and, within the heart of each temple, a central altar with a suit of pristine full plate mail. Each of these sets of armor had been worn by one of Helm's champions throughout history, and were considered among his holy relics.   Each temple was extremely well-defended; Helmite guards remained ever-vigilant to protect their holy houses. To aid in this feat, the church often enlisted the aid of spectators, a sub-species of even-tempered beholder-kin.     Most major cities throughout the Realms had a temple or abbey dedicated to the Watchful One. Among these were:   Alter of Shields - Tilverton   Guardian Hall - Saelmur   Helm s Hold - Southwest of Neverwinter   Helm's Shieldhall - Elturel   House of the Guardian - Hluthvar   Minarets Guardant - Calimport   The Gauntlet Gaurdant - Calimport   Sentinel Rock - Espar   The Citadel of Protection - Raven's Bluff   The Guardian's Post - Yhe   The Hall of Vigilance - Sundabar   The Home of the Stalwarts - Valen   The House Invincible - Silverymoon   The Keep of Vigilance - Everlund   The Noble Hand - Tsurlagol   The Ready House of the Right Strong Hand - Berdusk   The Temple of the Vigilant Guard - Iljak   The Watchful Shield - Baldur's Gate's   Tower of the Eye - Procampur   Helm's Hall - Rhordren Thardras, who came to believe that some groups and individuals had to be protected against them¬selves.    This belief led to his giving orders that had Vigilators commanding during a crisis and then openly ruling those they were protecting. Several Vigilators since then have succumbed to similar sins, believing that various folk need to be ruled by priests of Helm for their own good or their own protection.    “Commanding in a crisis” is now frowned upon within the church.   Waterdeep Guardtower of the God - Redwater Watchtower of the Vigilant

Creed

  Guard perfectly, attentively, and with forethought; be ever vigilant. Guard what you are ordered to guard, including that on which your charge depends. If ordered to guard the king, guard also the throne and the castle around the throne. If ordered to guard a man, keep safe also his family, his drinking water, his food, his liveli¬hood, and whatever else he holds dearest. Be alert for slow and subtle attacks, not merely bold fron¬tal challenges. Yet let not your guardianship extend into offi¬ciousness and attempts to use your status or office to control others. Be prepared, know your foes, and be fair and farsighted in the performance of your duties. On duty, do not stray, sleep, or allow yourself to be distracted or lured from your post. Consider weaknesses in guardianship and deal with them. Corrupt or false guardians must be exposed and replaced. Be ever watchful for cor¬ruption, even among fellow Vigilators. Guard with your life; Helm expects no less.

Secular Aims

Helmite clergy are colloqui¬ally referred to as the Watchful, and are formally known as Vigilators or Hands of the Vigilant One. They are trained military personnel who keep themselves and their weapons, armor, and other gear in the best of shape and readiness. “Other gear” includes a dagger with a magnifying lens in its pommel and a far-seer, which is a sturdy tele¬scoping spyglass. Frequent drilling with weapons and the establishment of handy caches of hidden backup weapons are church requirements. The Vigilators have always hired themselves out as guards of both persons and places. Thieves and intruders have long known that to slay a Vigilator guard is to court Helm’s disfavor—and his priesthood’s, too. “If you slay a Watcher, no one who knows about it will guard and protect you,” as the old folk warning goes. Vigilators strive to be exactingly attentive to the orders they are given when guarding and protecting, and the church itself is a disciplined hierarchy. As such, corruption within its ranks tends to occur only in the upper echelon of offi¬cers, who consider themselves to have some room for interpretation of orders, and for particular tac¬tical and strategic determinations. One early Vigilator who fell from grace was the Archancel(arr-chan-sell)  
Our zeal is oft our undoing. We see the flaws in those we guard, then seek to address them because they are weaknesses that make our guarding less perfect-—and in our seeking we stray over the line into tyranny, or into causing strife, and so drift from the purpose and grace
— Ardeacon Baeryk Halholdaun, 1236 DR
  As Elminster added dryly,   
Helmites mean well and are the best of sentries—but almost all of them are human, and so are forever drifting away from Helm.
 
 

Major Centers of Worship

  The most prominent center of Helm's faith is the Noble Hand in Tsurlagol. The Noble Hand is both a temple and a training school for professional guards. It flourishes under High Watchful Weaponmaster Ellym "Catsjaw" Thourin, a retired adventurer of some reputation. Helm's worship is also still very strong in the Vilhon Reach and also in the South. The Temple of the Vigilant Guard in Iljak, led by Battle Marshal Senior Steeleye Tonorak Winthrax, is a bastion of the Helmite faith in the Vilhon Reach.  

Orders

 

Priestly orders

  The various orders of priests, or "pryats", within the church:  

Watchers over the Fallen

  A fellowship of 11 skilled battlefield healers.  

Knightly orders

  Many abbeys of helm maintained strong armies and sponsored various military groups, in order to defend their congregation.  

Vigilant Eyes of the God

  An order of paladins, that was known for its selfless and humble service across the Realms.  

Other groups

 

Champions Vigilant

  A Tethyrian order of knights.  

Companions of the One True Vision

  Before their excursion in Maztica, this group of zealous clerics and fighters and crusaders wereknown for their unwavering loyalty and discipline in combat.  

Everwatch Knights

  This group of devout bodyguards were hired out by the church to those in need.  

Vigilant Riders

  Led by the great Garshond, this short-lived grouping of outriders defended the roads between the cities of northern Heartlands.  

Regions

  Lands of Intrigue   Maztica   The North   Western Heartlands  

Ranks in Church of Helm

  Supreme Watcher - no one take the seat of Supreme Watcher very long time   Archancels   Chancels   Bishous - administers to a realm, a region, or a city-state   Lectors - local investigators and Helmite force commanders   Ardeacons - train and spiritu¬ally guide lower ranks of Vigilators   Prelates - Helmite force unit commanders   Pryats - priests   Vicarphs    Novices   Honored Lady - nonclergy holding offices in Hel¬mite churches and other properties.

Структура

The Supreme Watcher is the highest office in the church of Helm. The post has been long vacant, since Helm saw evil awaken within the last three holders of the office and thus decided not to affirm another Supreme Watcher for a time. Below (and nowadays in lieu of) the Supreme Watcher, four Archancels meet in council to steer the faith. Each commands the faction of the clergy of Helm that operates in a certain quarter of Faerun.     The four Archancels are nominally equal, but have precedence among each other based on personal seniority, which is determined by length of service combined with personal standing in the regard of Helm. Reporting to each Archancel are four Chancels, who serve as personal agents and envoys. Chancels oversee Vigilator activities in their Archancel’s quarter and investigate matters of internal discipline.   These Vigilator activities include the making of arms, shields, and armor. Vigilators don’t exclu¬sively use church-made armor and weapons, but instead have over the years founded many armor¬ies to equip fellow Watchful, and also make armor and weapons for sale. These sales have proven to be ongoing sources of minor corruption, as Vigilators sometimes sell to one side in a conflict but not another on the basis of “offerings to the church” made by one side that are really personal bribes.  

First quarter

  Traditionally, the first-designated of these quarters includes the Sword Coast as far south as the northern boundary mountains of Amn, everything west of that in and across the Sea of Swords, and everything east of that as far as the western fringes of the High Forest.  

Second quarter

  The second of these quarters contains the North as far east as Rashemen and as far south as the north¬ern shores of the Sea of Fallen Stars, and from the north shore of the Dragonmere west to the northern boundary mountains of Amn.  

Third quarter

  The third contains everything west and south of the north¬ern boundary of Amn and the south shore of the Dragonmere and Inner Sea, to the Chondalwood and the Landrise.  

Fourth quarter

  The fourth quarter consists of everything east of the first three quarters.

История

Formation of the Council

In the mid-13th century, great Helmite cleric, Garshond, led the defense of Iriaebor from a goblinoid army. Following the battle, the battle-priest was presented with the Helm of Helm, which rose out of a nearby bog and seemingly chose him as its new wearer. Donning the ancient relic, Garshond returned to the Watchtower of the Vigilant, a lone keep found in nearby scrublands, which surrounded the long-ruined town of Harkstag.[9]   From the sentry-like outpost, Garshond reached out to the rich, noble families of Waterdeep, Iriaebor and Scornubel, and invited them to his stronghold for a meeting of minds regarding the protection of the northern heartlands and the Sword Coast North. This assembly came to be known as the first Council of Helm, which saw the formation of the Vigilant Riders. These elite guardians would protect the region for several years, and helped ensure welfare for the small villages and hamlets as far south as Baldur's Gate.[9]  

Time of Troubles

In 1358 DR, following the events of the Time of Troubles, the reputation of Helm and his clergy were heavily tarnished across most of Faerûn. The ranks of their faithful diminished greatly and in some regions, such as the North, they were openly persecuted.[3]  

Involvement in Maztica

Inexplicably immune to the distrust and weariness in four years following the Avatar Crisis, the Helmites of the south declare that 1362 DR, the Year of the Helm, would mark a new blessed age for their faith.[21]   A few years later, in 1365 DR, the Waterdhavian branch of the church, along with the Adarbrent, Helmfast. Jardeth and Raventree noble families, sponsored a transoceanic expedition of twelve ships across the Trackless Sea to the land of Maztica.[22] While they were turned away at Helmsport by the Lord-Governor of New Amn, the colonists settled on Maztapan Island, and opened lines of trade and negotiation with the native Kultakan people. Within months they formed the colony of New Waterdeep, and after forging further north, the second settlement of Trythosford.[21]   At some point, the Helmite knights known as Companions of the One True Vision slaughtered many native Maztican people. This order was scorned across Faerûn, and many of their guilt-ridden brothers atoned for their sins by serving among the altruistic order, the Vigilant Eyes of the God.[7]

Мифология и лор

Equipment, Spells, and Relics

Dress

Clerics of Helm were armored in pristine full plate mail, often enchanted with the everbright property, complete with open-faced helmets that often featured colored plumes. Over their armor they typically carried steel-colored scabbards, wore red or steel-grey cloaks, with Helm's symbol, the "Unsleeping Eye". While and church members donned their armor in the field and during church ceremonies, if found themself in a venue where armor was not allowed, they often kept their pauldrons and always wore their helm.[2][3]   In the south, Helmite clergy inset their finely-crafted armor with gems and adorned its lining with gold filigree, particularly around the lids of the eye.[2]  

Weapons and arms

When preparing for battle, a Patriarch of Helm often used a ceremonial mace to anoit troops in holy water, referred to as the "Tears of Helm".[15]  

Spells

Exaltation[16] • Faith Armor[17] • Fist of Faith[17] • Forceward[18] • Mace of Odo[18] • Seeking Sword[18] • Sentry of Helm[16] • Shield of the God[19] • Summon Spectator[18] • Tenfold Ironguard[19]

Relics

Artifacts

Guardian's Tear

  Manifested after the death of Mystra at the hands of Helm, this immensely powerful gemstone held the anguish of the Guardian God.[20]

Helm of Helm

This warhelm, which has been donned by several of Helm's champions, offered great power to the faithful of the God of Guardians.[9]

Этика

Dogma

  "He also serves who stands and waits and watches carefully" and "Careful planning always defeats rushed actions in the end" are popular sayings of Helm's faithful. Novices of Helm are charged to be vigilant and to he fair and diligent in the conduct of their orders. They must protect the weak, the unpopular, the injured, and the young and not sacrifice them for others. They must anticipate attacks and he ready, know their foes, and care carefully for their weapons so that their weapons" can perform their duties properly when called upon.   "Never betray your trust" is the guiding phrase for faithful of Helm. This philosophy extends to thinking about how best to guard and protect, both in terms of weapons and the deployment of guardians, and to anticipating what attacks may come and having a practiced plan ready to deal with such threats. The faithful and the priests of Helm train and exercise so as to always be able to carry out their duties as best they can.   Helmites always obey orders, provided those orders follow the dictates of Helm. Helm's wishes are often revealed to his faithful in response to on-the-spot prayer (often via an omen spell). He is very responsive in sending guiding vision, especially when his faithful face conflicting orders or directives, even from his senior clergy. The thought of commanding undead rather than turning them or destroying them is abhorrent to Helm, and so his clergy are not allowed to do so and would never dream of trying. This difference in philosophy is a major factor in the rivalry between his church and that of Torm.  

Creed

  Guard perfectly, attentively, and with forethought; be ever vigilant. Guard what you are ordered to guard, including that on which your charge depends. If ordered to guard the king, guard also the throne and the castle around the throne. If ordered to guard a man, keep safe also his family, his drinking water, his food, his liveli¬hood, and whatever else he holds dearest. Be alert for slow and subtle attacks, not merely bold fron¬tal challenges.   Yet let not your guardianship extend into offi¬ciousness and attempts to use your status or office to control others. Be prepared, know your foes, and be fair and farsighted in the performance of your duties. On duty, do not stray, sleep, or allow yourself to be distracted or lured from your post. Consider weaknesses in guardianship and deal with them. Corrupt or false guardians must be exposed and replaced. Be ever watchful for cor¬ruption, even among fellow Vigilators. Guard with your life; Helm expects no less.  

Secular Aims

  Helmite clergy are colloqui¬ally referred to as the Watchful, and are formally known as Vigilators or Hands of the Vigilant One. They are trained military personnel who keep themselves and their weapons, armor, and other gear in the best of shape and readiness. “Other gear” includes a dagger with a magnifying lens in its pommel and a far-seer, which is a sturdy tele¬scoping spyglass. Frequent drilling with weapons and the establishment of handy caches of hidden backup weapons are church requirements.   The Vigilators have always hired themselves out as guards of both persons and places. Thieves and intruders have long known that to slay a Vigi- lator guard is to court Helm’s disfavor—and his priesthood’s, too. “If you slay a Watcher, no one who knows about it will guard and protect you,” as the old folk warning goes.   Vigilators strive to be exactingly attentive to the orders they are given when guarding and protecting, and the church itself is a disciplined hierarchy. As such, corruption within its ranks tends to occur only in the upper echelon of offi¬cers, who consider themselves to have some room for interpretation of orders, and for particular tac¬tical and strategic determinations.   One early Vigilator who fell from grace was the Archancel (arr-chan-sell) Rhordren Thar- dras, who came to believe that some groups and individuals had to be protected against them¬selves. This belief led to his giving orders that had Vigilators commanding during a crisis and then openly ruling those they were protecting. Several Vigilators since then have succumbed to similar sins, believing that various folk need to be ruled by priests of Helm for their own good or their own protection. “Commanding in a crisis” is now frowned upon within the church.   The Supreme Watcher is the highest office in the church of Helm. The post has been long va¬cant, since Helm saw evil awaken within the last three holders of the office and thus decided not to affirm another Supreme Watcher for a time. Below (and nowadays in lieu of) the Supreme Watcher, four Archancels meet in council to steer the faith. Each commands the faction of the clergy of Helm that operates in a certain quarter of Faerun. Traditionally, the first-designated of these quarters includes the Sword Coast as far south as the northern boundary mountains of Amn, everything west of that in and across the    Sea of Swords, and everything east of that as far as the western fringes of the High Forest. The second of these quarters contains the North as far east as Rashemen and as far south as the north¬ern shores of the Sea of Fallen Stars, and from the north shore of the Dragonmere west to the northern boundary mountains of Amn. The third contains everything west and south of the north¬ern boundary of Amn and the south shore of the Dragonmere and Inner Sea, to the Chondalwood and the Landrise. The fourth quarter consists of everything east of the first three quarters.   The four Archancels are nominally equal, but have precedence among each other based on per¬sonal seniority, which is determined by length of service combined with personal standing in the regard of Helm. Reporting to each Archancel are four Chancels, who serve as personal agents and envoys. Chancels oversee Vigilator activities in their Archancel’s quarter and investigate matters of internal discipline.   These Vigilator activities include the making of arms, shields, and armor. Vigilators don’t exclu¬sively use church-made armor and weapons, but instead have over the years founded many armor¬ies to equip fellow Watchful, and also make armor and weapons for sale. These sales have proven to be ongoing sources of minor corruption, as Vigilators sometimes sell to one side in a conflict but not another on the basis of “offerings to the church” made by one side that are really personal bribes.   Below the Chancels are varying numbers of Bishous, each of whom administers to a realm, a region, or a city-state. Below the Bishous are Lec¬tors, who are local investigators and Helmite force commanders; Ardeacons, who train and spiritu¬ally guide lower ranks of Vigilators; Prelates, who are Helmite force unit commanders; Vicarphs; Pryats, who are priests; Novices; and Honored Laity, who are nonclergy holding offices in Hel¬mite churches and other properties.   As Ardeacon Baeryk Halholdaun famously said in 1236 DR, “Our zeal is oft our undoing. We see the flaws in those we guard, then seek to address them because they are weaknesses that make our guarding less perfect—and in our seeking we stray over the line into tyranny, or into causing strife, and so drift from the purpose and grace of Helm.”   As Elminster added dryly, “Helmites mean well and are the best of sentries—but almost all of them are human, and so are forever drifting away from Helm.”  

Beliefs

The practice of controlling the undead, as opposed to their outright destruction, was abhorrent to the faithful of Helm.[3]  

Attitudes

Novices, or initiates, of the church were trained to vigilant and dutiful in carrying out their orders. In their service they learned to never betray the trust that was bestowed upon them, which extended to the manner in which they considered martial combat. They had to rely upon themselves, their weapons and allies in order to best plan and coordinate defense and attacks in battle.[3]

Поклонение

Day-to-Day Activities

  Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshipers of the God of Guardians are truly worthy and reliable to their masters.  

Holy Days/Important Ceremonies

  The Helmite faith always holds a Ceremony of Honor to Helm on each Shieldmeet, but its members observe no other calendar-related rituals to the God of Guardians.   On a daily basis, worshipers of Helm should always pray to the Vigilant One upon awakening and before composing themselves for slumber. A faithful worshiper who poses a question to the god typically receives some sort of (often cryptic) guidance in dream visions. Helm may also grace a nonbeliever who is growing interested in his faith with such visions.       The Church of Helm was the organized collective of clerics, paladins, fighters, guards and other martial protectors, who dedicated their service to god of vigilance, Helm. They dedicated themselves to the protection of those who could not protect themselves[1] and shared their skills and tenets with the guardians and defenders of Faerûn, and beyond.[2]  

Orders

Priestly orders

The various orders of priests, or "pryats",[6] within the church:  

Watchers over the Fallen

  A fellowship of 11 skilled battlefield healers.[3][7]

Knightly orders

Many abbeys of helm maintained strong armies and sponsored various military groups, in order to defend their congregation.  

Vigilant Eyes of the God

  An order of paladins,[3] that was known for its selfless and humble service across the Realms.[7]

Other groups

Champions Vigilant

  A Tethyrian order of knights.[8] Companions of the One True Vision: Before their excursion in Maztica, this group of zealous clerics and fighters and crusaders wereknown for their unwavering loyalty and discipline in combat.[3]  

Everwatch Knights

  This group of devout bodyguards were hired out by the church to those in need.[3]

Vigilant Riders

  Led by the great Garshond, this short-lived grouping of outriders defended the roads between the cities of northern Heartlands.[9]

Rituals

Holidays

The faithful of Helm celebrated their devotion with the Ceremony to Honor Helm on Shieldmeet. They held no other annual observances or holidays.[3]  

Ceremonies

Consecration of a Postulant

  One of the holiest of the Helmite rituals, this consecration was performed upon the confirmation of a person's dedication as they entered into the ranks of the Helmite clergy.[3]

Consecration of a Glymtul

This ceremony was used to dedicate items into service unto Helm.[3]

Purification

A ritual of atonement that was performed when a clergy member returned to the faith after leaving its service, or otherwise failed in their vigilance, obedience or faithfulness.[3]

Holy Vigil

This night-long ceremony was performed by a priest of Helm when they ascended in rank within the church.[3]

Духовенство

Titles

Supreme Watcher

A single source of authority within the church (vacant since 992 DR) Some of the titles below Supreme Watcher are listed below:   Novice   Adept   Trusty   Alert   Watchknight   Watcher   Guardian   Overblade   High Watcher   Senior Steeleye   Bishous (bishop)

Полученные божественные силы

Specialty Priests Watchers   REQUIREMENTS: Strength 14, Wisdom 13 PRIME REQUISITES: Strength, Wisdom ALIGNMENT: LN WEAPONS: All bludgeoning (wholly Type B) weapons ARMOR: All armor types up to and including full plate armor and shield MAJOR SPHERES: All, Astral, Combat, Divination, Guardian, Protection, Sun, Wards MINOR SPHERES: Creation, Elemental, Healing, War MAGICAL ITEMS: Same as clerics, plus the use of crystal balls as wizards REQUIRED PROFICIENCIES: None BONUS PROFICIENCIES: Blind-fighting, Etiquette   The ceremonial vestment of a watcher is a suit of full plate armor and a shield. Watchers receive a suit of full plate armor, an open-faced great helm, and a medium shield for free at 1st level. Watchers must wear their full plate armor or no armor at all except in emergencies or when specially sanctioned by a senior clergy member or high priest. Wearing other armor is not forbidden but is sanctioned by severe disapproval in the ranks of the church for minor infringements. (Violators are assigned boring or unpleasant duties.) Repeated violations arc frowned on by Helm himself, who then imposes a -50% experience point penalty to alt activities a watcher undertakes in other armor and refuses to grant new spells to the offending watcher until she or he atones and behaves properly. Therefore, if anything happens to the full plate armor of a watcher, she or he must make every effort to acquire a new set or wear no armor at all unless in the most dire circumstances (such as where lack of armor would result in them failing at their trust) or on a holy mission for their church. Watchers gain an advantage against being surprised. A watcher gets a +2 bonus on his or her surprise roll. If accompanied by others who are not watchers, this is reduced to a +1. This benefit is not cumulative with other advantages to surprise, but it may be affected by penalties. For instance, a lone, unarmored elf thief trying to sneak up on a watcher would still cause the watcher to subtract 4 from his or her surprise roll, hut this is cumulative with the watcher's +2 bonus. Watchers may create a short-term glyph of warding (as the 3rd-level priest spell) once a day that lasts only one day per level. Watchers may choose the effects of these glyphs from those spells they would be capable of casting at their current level, regardless of the sphere of the spell involved. This allows them to create glyphs based on any spell not specific to a particular church or group that a priest of their level could cast. At 3rd level, watchers are able to cast sentry of Helm (as the 1st-level priest spell) or wyvern watch (as the second-level priest spell) once a day. At 5th level, watchers are able to cast mace of Odo or exaltation (as the 3rd-level priest spells) once a day. At 7th level, watchers are able to cast seeking sword (as the 4th-level priest spell) once a day. At 7th level, watchers can make three melee attacks every two rounds. At 10th level, watchers are able to summon spectator (as the 5th-level priest spell) once a tenday. At 13th level, watchers can make two melee attacks per round. Helmite Spells 1st Level   Sentry of Helm (Conjuration/Summoning) Sphere: Guardian, Travelers Range: 0 Components: V, S, M Duration: 8 hours or until triggered Casting Time: 1 hour Area of Effect: 120-foot-diameter sphere Saving Throw: None   This spelt was created by the priests ot Helm to aid in guard duty while most members of a group of travelers in the wild lire sleeping. Like the 1st-level wizard spell unseen servant, this spell creates an invisible, mindless, and shapeless force. This force cannot fight and, unlike an unseen servant, it cannot affect its physical surrounding except as indicated below.   The priest casts this spell by walking the perimeter of the area of effect sprinkling pinches of sand every few feet and then returning to the center of the area ot effect. Once the spellcasting is completed, the shadowy sentry stands guard in the center of the area of effect arid the caster immediately falls asleep.   If any visible object over 1 foot in length, width, or height which was not present during the casting of the spelt enters the area of effect while the spell is in operation or if the spell is about to end, the shadowy force silently shakes the caster awake. When the caster awakes, the priest is wide awake and aware that something has triggered the sentry or that the spell has ended. The spell then immediately expires.   A visible object must be an object that a guard could have perceived with normal vision if she or he had been awake and on guard duty. Visible objects cannot be invisible, hiding in shadows, or hidden behind walls, trees, or earth.   If this spell is cast by a priest of 5th level or higher, the sentry of Helm also has 60-foot infravision in addition to normal sight, and what is visible to it includes beings seen with that faculty.   The material component of this spell is the priest's holy symbol and a small bag of fine sand.   3rd Level   Exaltation (Abjuration, Conjuration/Summoning) Sphere: Combat, Healing Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: Special   This spell enables a priest to aid and protect any one other being. The priest cannot cast this spell upon himself or herself. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient (who may be of any alignment or faith). The recipient is protected against spells and other attacks that cause these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.   When this spell is cast on a being of a different alignment and faith than the caster, the recipient must make a saving throw vs. spell even if willing to have the spell cast on him or her. If the saving throw is successful, the spell is lost and has no effect.   If the spell recipient is of the same alignment as the priest but of a different faith, the saving throw is at a -4 penalty. If the spell is successful, the exalted recipient receives a +1 morale bonus to any morale checks and +1 reaction adjustment for surprise checks for the spell duration.   If the spell recipient worships the same deity as the caster but is of another alignment, the saving throw is at a -6 penalty. A successfully exalted recipient gets a +1 morale bonus to any morale checks for the spell duration.   A recipient of the same faith and alignment as the caster need make no saving throw, gets a +2 morale bonus to any morale checks for the spell duration, and-if the caster desires-radiates a white, blue-white, or amber radiance for the duration of the spelt. If the radiance is desired, ir is evoked immediately and cannot be ended before the spell expires.   The material components for this spell are a flask of holy water and a powdered sapphire or diamond of at least 1,000 gp value.   Forceward (Abjuration) Sphere: Wards Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: Sphere of 10-foot-radius/level Saving Throw: Special   This spell creates a spherical area of protection. The air within glows faintly. This radiance is barely visible in full sunlight, but the area is clearly lit in darkness. When forceward is cast, all creatures except those touched or named by the priest in the spellcasting must make a saving throw vs. spell or he forced away from the caster for 10 feet per level of the caster, withdrawing immediately. This forceward is then fixed at a location centered on the where the caster was when the spell was completed; it does not move with the caster.   Warded creatures must remain outside the protected area for the spell duration unless they make a successful saving throw vs. spell at a -3 penally to break into the warded area. Creatures attempting to break in are allowed one such saving throw per round. Any creature breaking through the forceward may move and act freely within its confines, hut cannot confer freedom from the forceward to others, even by attempting to drag them along.   Any creature may freely leave tin" warded area but must successfully make a saving throw vs. spell (with the -3 penalty) to reenter, even il originally designated as protected when the spell was cast or if successful earlier in breaching the forceward. Missiles and spells may be launched freely info and out of the warded area.   The forceward ends instantly il the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spellcasting without affecting the forceward; continuous concentration is not required to maintain it. A successful dispel magic spell destroys a forceward instantly.   The material components are a string of gems, rock crystals, or glass heads, plus the caster's holy symbol.   Mace of Odo (Evocation) Sphere: Combat Range: 0 Components: V, S, M Duration: Until it successfully strikes or 4 rounds, whichever comes first Casting Time: 1 round Area of Effect: One magical macelike construct Saving Throw: Special   This spell enables a priest to create a magical mace in his or her hand. A mace of Odo is actually a mace-shaped construct offeree. It is translucent, but glows bright white. Its radiance equal in effect to a light spell, though it cannot be extinguished by darkness spells. The mace of Odo can be wielded immediately when casting is complete, or it can he held for up to three rounds. All spells cast directly at the bearer of a mace of Odo are absorbed harmlessly by the mace; area-of-effect spells are not affected by the mace.   A mace of Odo strikes at a +5 bonus to attack rolls and does 3d6 points of damage to most creatures; it docs 4d6 points of damage to undead creatures. Creatures of 2 HD or less suffer only 1 point of damage when struck by a mace of Odo but must make a successful saving throws vs. paralyzation or be paralyzed for 1d4+1 turns. Whenever a mace of Odo successfully strikes or four rounds after the round of its casting (whichever comes first), the mace vanishes instantly in a burst of white radiance equal to a continual light spell.   The material components for this spell are a stone, a piece of wood, and two drops of holy water.   4th Level   Seeking Sword (Evocation) Sphere: Combat Range: 30 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 7 Area of Effect: One magical swordlike construct Saving Throw: None   This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broad sword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade is silent and moves at MV FL 96 (A), although it cannot move beyond spell range from the caster. The blade can strike four times per round, doing 2d4 points of damage with each successful hit.   Although it has no attack bonuses, a .seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It can strike nonliving objects and can be wielded dexterously enough to lift latches, slide bolts open or shut, turn pages of books, and so on. The caster may freely move (he sword from target to target unless physical or magical harriers (such as a wall of force) are in the way, but the caster must concentrate on the blade to maintain its existence and direct it. Other spellcasting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.   A seeking sword moves with Strength enough to parry and hold hack another blade wielded by a strong human or humanoid. It can he used to shatter glass objects, spike open doors, puncture sacks, or search for unseen opponents by sweeping through apparently empty spaces or across windowsills and thresholds.   The material components for this spell are a drop of mercury and a human hair.   5th Level   Summon Spectator (Conjuration/Summoning) Sphere: Summoning, Protection Range: 70 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None   The annals of the church of Helm relate that in ancient times Helm, He of the Unsleeping Eyes, created the ultimate guardian to assist his necessarily fallible human followers. This creature, known as a spectator, appeared as a large orb dominated by an unblinking central eye with four stalks sprouting from the top of the orb to watch in each of the cardinal directions. In a dark time in the church's distant history, the forces of evil gained the upper hand for a while. During this bleak period, various gods of evil corrupted Helm's creations into the horrors known as beholders and their kin. Priests of Bane claim this is so much hogwash; they believe that the Black Lord created the eye tyrants as the ultimate rulers, and spectators are Helm's poor attempt at copying Bane's magnificent creation. The truth is unknown, although priests of Helm are known to destroy beholders and their kin wherever possible, and the remaining priests of Bane (and Xvim) return the favor to spectators whenever possible.   This spell enables priests of Helm to summon nearly infallible guardians to assist in their ordained tasks. Summon spectator summons one of Helm's spectator servitors from Mechanus to the Prime Material Plane to serve for up to 101 years in a specified task. (Spectators are detailed under the Beholder and Beholder-kin entry in the MONSTROUS MANUAL tome.) The task must involve the guarding of some location or inanimate physical object, such as a portal, shrine, or a holy relic. (The scope of things a spectator summoned by summon spectator will guard is broader than what one summoned by the particular variant of the 7th-level wizard spell monster summoning V that normally summons spectators will guard.) It allows no one except the one who summoned it or another priest of Helm to enter the location it is guarding or to use, borrow, or examine an item or treasure it watches over. It is not gullible and can fairly easily detect false claims to membership in Helm's priesthood by questioning such claimants telepathically about details of the church's rituals and beliefs.   A summoned spectator does not abandon its post unless slain or blinded in all five eyes, in which case it automatically returns to Helm's tower in Mechanus. Its eyes regenerate in 24 hours, after which time it returns to its post. If the object is gone or the location breached when it returns (it can automatically tell), it again leaves for Mechanus, never to return.   The material components for this spell are the priest's holy symbol and a steel gauntlet blessed in the name of Helm; the latter is consumed in the casting.

 
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