Ardarvia: Difference between revisions
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=='''''[[ | =='''''[[THE_RULE_OF_LAW(Ardarvia)]]'''''== | ||
[[Category:Ardarvia]] | [[Category:Ardarvia]] |
Revision as of 02:43, 30 June 2010
1d4'd by teka
hammer into shape or link-to for additional content. Teka 05:47, 30 June 2010 (UTC)
>Updated version, with a lot of the stuff /tg/ threw together and suggested in the original thread. Thanks to all the anons who helped put this together and threw in their own work.
>Not quite the final draft.
Ardarvia, The Iron Maiden
Alignment: Lawful Good
Portfolio: Bondage, discipline, love, and punishment
Domains: Bondage, Glory, Good, Law, Nobility
Favored Weapon: Whip(and variants)
Holy Symbol: Stylized iron maiden coffin
The Iron Maiden is a strict, yet benevolent deity. While she and her oft-misunderstood followers are often seen as strange or even frightening by many, they have long been a force for good and stability in this world and the next.
Ardarvia's origins are uncertain. What is known is that before rising to godhood, she had been an entity of good before falling from grace and eventually finding redemption. Many theorize that she had been a fallen angel, lured by the call of tyrannical law and slavery as an ideal means of establishing order. Others theorize that she was herself enslaved by an unknown entity and made into a servant of uncaring, absolute law. Some believe there is truth in both.
Regardless of her past, what is certain is that when she regained her place amongst the heavens, she had been changed by her eternal penance. Finally at peace with a balance of good, law, and her natural desires, she became an example for mortals with kindred souls.
She accepts and gives guidance to those who feel a pull towards the mutual allure of pleasure and pain, of dominance and submission. She is protective of those who enter willingly into slavery out of their own desires, while remaining a staunch enemy of "true" slavery which she now sees as an abomination. She demands respect, not just from her worshippers towards herself, but also towards each other. She is adamant on the importance of rules and boundries between lovers, with mutual trust being among her most sacred virtues.
Given her history and nature, she also has an interest in the redemption of evil beings, be they mortal or outsider. While she is wise enough to understand that this is not always possible, she is adamant that such pursuits should be undertaken when reasonable. She take particular delight in claiming demons and devils from the folds of the Abyss and Hell, guiding them towards good and welcoming them into her ranks as new, sanctified beings.
Ardarvia is most often represented as a tightly bound woman encased from head to toe in form-hugging iron, held aloft by chains grasped by a hundred angels. Her coldly beautiful face is the only flesh visible in many representations, although most portray her as having a face of steel or an iron mask. Other interpretations have painted her to be a towering, statuesque dominatrix, clad in steel and leather, with the joyous, rapturous souls of her most devout hanging from chains binding them to the goddess' multiple piercings. Regardless of the depiction's specifics, she is always portrayed by her faithful as strict, domineering, but also with a compassionate understanding in her eyes.
Her holy symbol is most often represented as a stylized silver iron maiden coffin. Particularly ornate and expensive symbols actually open to reveal a representation of the goddess within. A lesser known symbol, and one wrapped in mystery even within the clergy, is that of two chain links joined together in the shape of an infinity symbol:
It is rumored that this symbol does not represent Ardarvia herself, but rather a small pantheon of allied gods and goddesses bound together by a sacred pact, of which Ardarvia is only one member. Many scholars have theorized that it speaks of a chain of loyalty between deific powers, of whom Ardarvia is merely the most visible. Rumors abound of numerous gods and godlings who were involved in Ardarvia's redemption and return to the fold of Good. Many of these godlings are seen as saints or gods themselves, honored within Ardarvia's clergy and worshipped by sects of their own. There are also theories positing that Ardarvia herself is sworn as a slave to another well known good of good and law, albiet one not publicly affiliated with Ardarvia's church and goals.
These mysteries have driven many scholars and clergy members to delve deep into Ardarvia's past, but solid answers are few and far between, and many of those questing for answers find themselves content with the lives they find themselves living within the halls of Ardarvia's churches and monasteries.
The whip, and variants such as the cat-o'-nine-tails, nagaika, and whip-dagger, is the sacred weapon and tool of Ardarvia, used for war, discipline, and love. While single-tail whips are wisely warned against as a tool between partners, many Ardarvians are often rigorously trained with whips bestowed with the merciful enchantment until they are skilled enough to use them properly and safely. Still, multi-tailed lashes of gentler make are most often used between partners.
Goals:
Ardarvia and her faithful strive to guide those with desires similar to their own to come to peace with them, and be able to act upon them safely and properly. They strive to bring order to a chaotic world, and to stamp out evil that all too often apes their own sacred rituals as a means of gaining power or to fulfill their own selfish needs.
They fight true slavery where they can. WHile they sometimes strive to abolish it, they prefer to subvert it whereever possible, towards something closer to their ideal. For the most part however, they are stalwart defenders of the freedom of innocents.
They also have an interest in poicing the sex trade of many civiliazations. They attempt to guide the desirous away from illicit and exploitative institutions and towards more legal and, most importantly, entirely consentual means of release. They will fight to undermine a brothel that forces people into prostitution, but they will gladly guide others towards willing temple prostitutes or groups with relevant interests.
Redemption of evil beings is also of great importance, with Ardarvia's past held up as an example. Salvation of the soul remains their primary concern, but they are also concerned with exacting the proper punishment as well as administering effective means of reformation to keep them on the path of good. The punishments and rituals of penance vary wildly according to the nature of the penitent's sins. It is suspected by some that most lawful and good drow have integrated into society through this method. A few monasteries exist specifically for the reformation and rehabilitation of drow refugees from the Underdark.
Evil outsiders are also given this treatment, but the punishment and penance required are much more extreme, to the point that no mortal could hope to survive the trials the fiends must endure. The rituals required vary by fiend, as they must be tailored to each type of outsider's specific nature. For example, repentant succubi and incubi are put through arduous tests geared towards denying them instant gratification as well as taming their base lusts. Failure at any point during this process means that the penitant must begin his or her trials from the start, but once they have finally passed, they will have been fully redeemed, losing the Evil subtype and being granted the Sanctified template.
Most evil outsiders who succeed in their conversion have their more malevolent abilities replaced with gifts from their new goddess, remaking them into beings more fitting to serve in her name. For example, a succubi/incubi loses the ability to drain energy levels from their victims and gains the ability to overwhelm their targets with nerve-searing agony and/or euphoria with a passionate touch.
Followers:
LG followers of the Iron Maiden recognize the importance of strict rules and trust. They often work to guide others towards a healthy balance of their lusts and proper order. Their pursuits are as much a ongoing test and exercise of will and responsibility as it is for pleasure. They account for most of the church's great champions as well as the most trusted dominators and domintrices.
LN follwers of the Iron Maiden recognize the importance of strict guidelines to live by. The goddess' path offers stability and order, and seduces others towards a less chaotic, dangerous way of life and love. They enforce the order of their church, focusing on ensuring that all are adhering to the rules they have sworn themselves to.
NG followers of the Iron Maiden are understanding and accepting, recognizing that not all are comfortable with their heart's desires. They seek to guide these souls, helping them find peace with their urges while guiding them along a safe path. They often serve as counselors among the faithful and those curious about it.
Clerics of Ardavia tend to the spiritual guidance of their flock, instructing the faithful on the importance of understanding and respect between lovers as well as the virtues of pain and pleasure. They are promoters of stability in all forms of relationships, and ever watchful for any form of abuse or perversion of Ardavia's gifts. They promote their goddess' virtues, but they also recognize that not all will ever be comfortable with such things. They are respectful of these people, as respectful as they would be to their partners.
Paladins of Ardavia are shining champions of law and good, just as other paladins. They stand apart however, in their complete comfort in their sexualized nature and in their encouragement of their church's ideals. They are honorable in all their dealings, ever respectful of the faithful and nonfaithful alike, and ever eager to share their goddesses gifts with those who would recieve them.
Monks of Ardavia strive to craft themselves in their goddess' image, working towards a perfection impossible to obtain, yet rewarding in its pursuit. A number of unusual fighting styles have come from the monasteries and convents of Ardavia's order, owing to the ritualistic binding of limbs and training in darkness. Some orders are known to use sensory deprivation as a means of training, and of making their senses that much more acute and sensitive.
Planar followers:
A large number of angels and other celestials have gathered into Ardavia's fold over the millenia, driven either by their own desires or by a need for cleansing and purifying ritual of penance. Many archons find comfort in Ardavia's strict service.
Among the most famous of Ardavia's angels is the planetar warrior, Exquisite Lament. This statuesque, green-skinned angel is well known among the faithful for her tireless devotion to her goddess and to the mortals under her protection. This defender of the church has also been noted for her incredible compassion, particularly her eagerness to instill confidence in the meek. It has been chronicled many times that she has offered herself as a slave to a mortal master, for a short time at least, in order to help him or her grow in both the submissive and dominant aspects of the faith.
The angels who have sworn themselves to Ardavia can seem frightening to some, yet they are as benign as any of their more conventional kin.
Ardavia also counts a number of risen fiends amongst her servants' ranks, each of them saved and fully sanctified by the arduous rituals of penance that carried them from their damned state to one of elevated salvation. The most notable being the marilith Urnsanei. Her leather-bound, armless form has become an icon of religious signifigance not only to repentant, formerly evil mortals, but also to those who hear the siren song of one of the most controversial of Ardavia's sacrements, the Sacrifice.
Enemies:
The followers of Ardarvia share most of the enemies that their fellow worshippers of good and lawful deities fight against, though their priority and reason for fighting may differ.
Slavers of the unwilling are treated as blasphemers by much of the clergy, who see the practice as a mockery of their sacrements. Some suspect that this hatred also stems from shame over Ardarvia's past, or even in the roots of their own faith. Regardless of the reasoning, Ardarvians strive relentlessly to either free slaves or to subvert slaving practices to their own ends.
Mindless undead are universally despised by Ardarvians, particularly for their unnatural chaining of souls. Most intelligent undead are seen in the same light, particularly those with the ability to turn living victims into undead slaves. While most followers of Ardarvia strive to destroy these pitiful creatures so that their souls may pass on to their just reward or punishment, some sects acknowledge the existence of non-evil intelligent undead. What must be done with such beings is a matter of much debate within the church, much as it is in others. However, the existence of Ardarvian methods of purification and redemption for fiends has led to a higher frequency of opportunities for repentant undead to find their way into the houses of the holy. Some are given similar treatment and trials as repentant fiends. The most common results of these trials however, are either their willing imprisonment in specially made vaults, as eternal ascetics in Ardarvia's name, or the willing ritual cleansing and destruction of their undead forms, offering their souls directly into Ardarvia's forgiving, binding embrace. Exceptions do exist, but they are incredibly rare.
Of particular note is the vehement hatred between Ardarvians and the Helotry of Xiombarg. The two faiths, so similar and so diametrically opposed, see each other as perversion of their own beliefs. The often explosive rivalry between the two groups has for the most part not helped the reputation of Ardarvians, who are all too often mistaken for or confused with the Helots and Cerebrectomists of Xiombarg. While some Ardarvians strive to lead members of the Helotry towards redemption, many are fearful of their seductive, corrupting influence upon their own faithful. The fact that the Helotry of Xiombarg's and the Ardarvian's tactics are of little use against each other only further enflames the rivalry between the two.
New Domain
Bondage
1st - Sanctuary
2nd - Hold Person
3rd - Sheathing
4th - Black Tentacles
5th - Hold Monster
6th - Geas
7th - Mass Sheathing
8th - Binding
9th - Imprisonment
>I'm wavering on the 1st level spell. Animate Rope really makes a lot of practical sense, considering the chosen weapon of Ardarvia. But Sanctuary kind of fits into the theme as well.
>I'm still not sure about Imprisonment as the 9th. Black Tentacles should probably be replaced as well.
New Spells Sheathing
School: conjuration (creation); cleric 3, paladin 2
Casting Time: 1 standard action
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level)
Target: one humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: REFLEX negates; see text; Spell Resistance yes
Black, rubbery material made of manifest darkness comes into being, quickly enveloping the target. If the target is caught by it, they are almost instantly encased entirely by the substance, binding them. The target does not immediately fall prone if they manage to pass a balance check, but they are otherwise completely helpless unless they can tear free with a successful STR check or Escape Artist attempt. When sheathed, the target is rendered helpless.
The substance allows air in and out, allowing the captured target to breathe. The binding tightness of the sheath also prevents speech.
The sheath has hardness 8 and 20 hit points.
Up to forty percent of the sheath can be carefully cut away, allowing the target to possibly see and speak, without compromising the binding strength of the sheath.
This spell can be made permanent.
Sheathing, Mass
School: conjuration (creation); cleric 7
Casting Time: 1 full round
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius burst
Target: one humanoid creature
Duration: 1 hour/level (D); see text
Saving Throw: REFLEX negates; see text; Spell Resistance yes
Mass Sheathing functions as Sheathing, except where noted above.
Sustaining Sheath
School: conjuration (creation); cleric 3
Casting Time: 1 full round
Components: V, S, DF
Range: Touch
Target: one humanoid creature
Duration: 1 day/level(D); see text
Saving Throw: REFLEX negates; see text; Spell Resistance yes
Sustaining Sheath functions much like Sheathing, except that the sheath provides not only air to the target, but also magically sustains them, allowing them to go without food and water for the duration of the spell.
The sustaining effect also protects the target against the effects of extreme hot or cold weather. It continues to provide air even if the sheathed target is submerged in water.
Chain Puppet
School: conjuration (creation); cleric 5, sorcerer/wizard 5
Casting Time: 1 full round
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level)
Target: one humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: REFLEX negates; see text; Spell Resistance yes
The caster conjures a mass of floating chains above a humanoid target. Four chains ending with shackles lunge towards the target, attempting to lock onto their wrists and ankles.
If the attack is successful, the target is now a living, shackled puppet of the chainmass. As long as the spell is active, the caster may give a simple command much as he would to a golem. The chains attempt to force the target to act out these commands. The target can attempt to resist with a STR check, resulting in no action being taken by the chains. The target may also continue to attempt to break or slip free with STR checks or Escape Artist checks, but this results in no resistance of commands for that round.
Chain Binding
School: conjuration (creation); cleric 4, paladin 3
Casting Time: 1 standard action
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level) (Targets must be within 10 feet of each other)
Target: one humanoid creature
Duration: 1 hour/level (D); see text
Saving Throw: REFLEX negates; see text; Spell Resistance yes
A double manacled chain is conjured into being between two targets within 10 feet of each other. Each end attempts to lock onto one of each target's limbs. If they are successful, the chain joining the manacles magically shrinks, drawing the targets closer together.
As long as the chain is in place, the two targets are unable to move further away from each other than another adjacent square. One target can attempt to pull another with an appropriate STR check, using a standard action for that round.
>The balance on these really needs another look-see. There also need to be more chain-themed spells out there.
New Prestige Class
Sacrificed Supplicant of Ardarvia
Lvl BAB FORT REF WILL
1 +0 +1 +0 +1
2 +1 +2 +0 +2
3 +1 +3 +0 +3
4 +2 +4 +0 +4
5 +2 +5 +0 +5
Requirements: Lawful, worshipper of Ardarvia, Minimum BAB +5 Skills: 2+Int modifier
The Sacrificed of Ardarvia, rather than making themselves scourges of evil and maintainers of order and law, take the role of ultimate submissives, allowing themselves to be used by the members of the Ardarvian clergy as examples of service in good faith, submission to the higher powers - in some cases the Highest Power - as a dedication of faith in the ways of their goddess. These Supplicants are often mistaken for the adherents of a terrible goddess of pain and torture and destruction, the Helotry of Xiombarg. It becomes very quickly apparent that these Supplicants are quite different; they are adherents to the Rule of Law, the dedication to serve as a means to better others, and the defense of the helpless. Many Supplicants started their careers as "Whipping Boys", young men or women who were companions to noble children and beloved by them, and who took the whippings for punishment that the nobles were supposed to receive when they did wrong as children. Others are often repentant converts who wish to make the ultimate sacrifice accepted by their goddess in order to make amends for their past deeds.
A Supplicant must have their limbs removed in a purifying ritual overseen by the Ardarvian clergy. Regeneration of limbs results in the loss of Sacrificed abilities. These can be regained by repeating the ritual. In cases where the regenration was willingly undertaken by the Sacrificed, atonement is necessary as well.
Becoming a Sacrificed Supplicant is seen as the ultimate show of devotion by many Ardarvians, and it is not something entered into lightly. The church will refuse and warn away any initiates who are spiritually unprepared for such a life, and those who are seen as legitimate candidates undertake a long period of preparation before being considered for the ritual.
This is perhaps the most controversial facet of the Ardarvian faith, and as such is not highly publicized by the church.
A Sacrificed Supplicant who wishes to be restored may request it. The request is rarely denied, but it does incur some fitting penalties for having squandered Ardarvia's gifts and sacrements.
1st Level: No increase in Spellcasting ability for a spellcaster. The Supplicant of Ardarvia gains the ability to take on the hurts of others. They gain the ability to cast "Shield Other" as a spell-like ability at will. They also gain a +2 inherent bonus to Con. They also gain Deathwatch as a permanent spell effect; this effect is considered a Supernatural ability. 2nd Level: Increase in Spellcasting ability, but no class ability increases. They also gain the supernatural ability to use the Status spell on anyone within 60' as a move equivalent action. 3rd level: Another increase in Spellcasting Ability. They gain another +2 inherent bonus to Constitution. 4th level: No increase in Spellcasting ability. The Supplicant is granted the ability to attempt to restore life to a character who has died no more than 1 round previous. They may use this ability to Revivify as a Spell Like Ability once per day; this increases to twice per day at 5th level; this also increases the time the character has been dead to two rounds. They may only attempt this once per body, and may only successful do so if the spirit is willing to return. This ability has no effect on undead. Success means the deceased has returned to life with one hit point. Any uncast spells they had memorized are retained if they are a spellcaster. Spells that have been cast are still lost.
5th level: Increase in Spellcasting ability. The Supplicant is granted the ability to negate the death of another by accepting the damage to themselves instead. As an immediate action, when someone is put into negative hit points, the Supplicant may instead instantly transfer all of the damage suffered to himself while the victim suffers none; no magical protection can prevent the Supplicant from taking this damage, and any effects, poisons, or status effects associated with the damage are also transferred. The Supplicant recieves another +2 inherent bonus to Con.
Bear in mind that inherent bonuses do not stack, so the Supplicant cannot benefit from either a Tome of Gainful Exercise or whatever the con-increasing one is, nor can he benefit from wishes to increase his con score.
>That's all of the solid details that have been put down so far. Still fleshing out the fluff at the beginning. Need aphroisms. Probably going to throw in some example sects, specific church locations, example PCs, NPC contacts, stuff like that. The chain-link mythos needs some work too. DEFINITELY need to do some magic items.
>Is there anything that stands out as needing work? Any weak spots that could stand to be fleshed out further?
MOST REPLY POSTS IN THE DISCUSSION PAGE
Trying to put things that stand out in here.
Linky