While poking about the internets for this album, I stumbled across this image, from inside the album:
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| click to embiggen |
I just thought all you all needed to see that, especially my Encounter Critical homies.
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SECT NAME:
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The Alphomegans
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GOD:
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Oneg the Prober, Lord of Mutation
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SYMBOL:
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ridiculous mustache (handlebar, Franz Joseph, Hulihee, etc); clerics unable to grow a mustache wear an artificial one in order to turn or cast
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GARB:
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purples and/or pink robes with long sleeves and concealing hoods plus a shoulder strap satchel or a fanny pack
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SPECIAL RULES:
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at every even numbered level (2, 4, 6, etc) the cleric gains a random mutation/defect
at 5th level their satchel functions as a bag of holding
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OTHER STUFF:
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worship sites including standing stone circles, huge Uluru (Ayers Rock) style outcroppings of natural stone, and the location of unexploded nuclear missiles
some of the Malformed dwarves of Sarpedon are Alphomegans
Priests of the Eternal Regeneration (see below) are welcomed as brothers and sisters of the same strange birthright.
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SECT NAME:
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Bringers of the Light
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GOD:
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Tefral the Surveyor, the Great Lantern-Bearer
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SYMBOL:
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lit lantern, clerics of this sect cannot cast spells/turn unless holding a lit lantern (continual light and electric illumination count, so long as they are lanterny shaped)
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GARB:
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either pinks and reds or purples and greens (see below)
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SPECIAL RULES:
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turned undead do not flee, they explode in big balls of white light
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OTHER STUFF:
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Among all the Celestial Sects of Sarpedon there is a minority position that holds that the Celestial Gods should never be named outside the holiest of ritual observances. E.g. 1 in 6 Crimson Arbitrators will refer to their god as the Judge or He Who Judges, never calling him Arishem. This heterodoxy is most common among the Bringers of Light. Fully half of their temples consider naming Tefral to be blasphemous. These priests wear robes of purple and green. The more mainstream Tefralist temples wear pinks and reds. The rivalry between the two schools of the Bringers of Light is intense and sometimes violent.
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SECT NAME:
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The Eternal Regeneration
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GOD:
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Ziran the Tester, the Great Beneformer
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SYMBOL:
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skull displaying various nonhuman attributes or additions such as batwings or tentacles, a third eyesocket in the forehead, fangs, etc.
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GARB:
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hat or helmet with red wings (bat or bird), blue robes with red trim
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SPECIAL RULES:
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1st level clerics of Ziran begin play with one random mutation/defect and gain an additional one every odd level thereafter (3, 5, 7, etc).
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OTHER STUFF:
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Some of the Malformed dwarves of Sarpedon are members of this sect.
Alphomegan clerics are considered allies, joint heirs of the grand blessing of genetic instability.
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SECT NAME:
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Sisterhood of Infinite Patience
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GOD:
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Yasmana the Abider, She Who Watches the Skies
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SYMBOL:
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The Divine Phuthan (Foothand), which looks kinda like this:
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GARB:
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Purple robes decorated with circles of red and/or blue, masks with third eyes painted on forehead
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SPECIAL RULES:
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Laser eyebeams: number of attacks per day equal to level, for d6 damage per level to a range of 10’ level (e.g. 5th level cleric gets 5 attacks per day for 5d6 each to a range of 50’) No to-hit roll required, but creatures immune to normal weapons save for half
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OTHER STUFF:
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The Sisterhood was once an exclusively female sect that now admits male members. Male clerics of this sect are refered to as Man-Sisters until they reach third level where Man-Mother becomes the correct title (even higher ranked are the Man-Matriarchs).
This sect is more centrally organized than most, with the Mother Temple of the Holy City of Yasmana dictating policy for most other temples.
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SECT NAME:
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The Holy Hunters
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GOD:
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Thoryon the Smiter, Hunter of Evil
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SYMBOL:
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double headed axe or hammer
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GARB:
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red robes with white and gold trim, elaborate helms
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SPECIAL RULES:
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may use hand axes and battle axes
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OTHER STUFF:
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the clerics of this sect are more self-righteously interventionist than a lot of these organizations, they seem pretty confident they can fix the world by smashing in the right skulls
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SECT NAME:
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Students of the Silence
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GOD:
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Amalagar the Proclaimer, Utterer of the Final Word
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SYMBOL:
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The Negatron, a metal tuning fork-like instrument sometimes with a cube, sphere or pyramid at the bottom
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GARB:
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black robes with white or light blue trim or white robes with black trim, often involving lots of zigzags
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SPECIAL RULES:
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can use Lightning Bolt as a third level spell, Transmute Rock to Mud as a fourth level cleric spell (but not its reverse), and Disintegrate as a fifth level cleric spell
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OTHER STUFF:
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lots of members of this sect take vows of silence, a randomly recruited NPC of this sect has a 2 in 6 chance of never speaking save to cast spells
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| Triple badass threat. |
SECT NAME:
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The Crimson Arbitrators
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GOD:
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Arishem the Judge, He Who Judges
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SYMBOL:
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see below
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GARB:
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red robes, white belt/girdle/sash, ridiculous cylindrical hat
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SPECIAL RULES:
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no holy symbol required, instead each 1st level cleric receives a small runic tattoo with special white ink on their right thumb which serves as their holy symbol. Upon advancing a level the cleric must get the new tatoo expanded. By third level the thumb and part of the palm are covered, by ninth the hand and forearm.
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OTHER STUFF:
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Often called upon to settle disputes.
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SECT NAME:
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Order of the Seventh Eye
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GOD:
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Eson the Search, Lord of the Seventh Eye
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SYMBOL:
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hand with eye in palm
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GARB:
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robes of green and one other color, typical dark red, brown or purple; clerics of this order paint their faces with 2 additional sets of eyes, kinda like this:
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SPECIAL RULES:
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can use tridents (d6 stabbing 1 handed, d8 2 handed, throw range as hand axe), use 2 MU spells Water Breathing (as Cleric spell level 3) and Wizard Eye (as Cleric spell level 4)
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OTHER STUFF:
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temples tend to be by or under water
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SECT NAME:
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Servants of the Gatherer
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GOD:
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Gammenon the Gatherer, the Golden Cyclops
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SYMBOL:
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winged eye
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GARB:
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varies from temple to temple, but lots of golden jewelry whenever possible
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SPECIAL RULES:
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can cast Web as a second level cleric spell, webs are shimmering red
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OTHER STUFF:
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clerics of this god tend to use knobby maces painted red, additionally they have access to some high tech weaponry (pistols, rifles, grenades, etc.) they totally swiped from some time-travelling Nazis
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SECT NAME:
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The Measurers
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GOD:
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Hargen the Measurer, Lord of the Mountains
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SYMBOL:
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eye in a triangle or eye on a mountain
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GARB:
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green and orange robes, split cape
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SPECIAL RULES:
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none
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OTHER STUFF:
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temples on or at the foot of mountains
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SECT NAME:
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The Rune Lords of Jemiah
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GOD:
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Jemiah the Analyzer
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SYMBOL:
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a series of special runes worn on a headband/tiara/crown, sometimes a blue heart
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GARB:
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greens, greys and blues, covered with nonsense runes
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SPECIAL RULES:
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gains Read Magic as a 1st level Cleric spell, usable for unlocking MU scrolls
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OTHER STUFF:
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because the Rune Lords can use but not transpose MU scrolls they are widely reviled by magic-users for their ongoing depletion of ancient magics
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SECT NAME:
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Children of the Smiling Shadow
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GOD:
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Nezzar the Calculator, the Smiling Shadow
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SYMBOL:
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a handheld cube, pyramid, octahedron or dodecahedron of transparent glass, crystal, etc.
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GARB:
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black and blue robes, hooded cloaks
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SPECIAL RULES:
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may use Phantasmal Forces as cleric level 2 spell, +2 saves versus cold (becomes +4 at level 5)
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OTHER STUFF:
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According to rumor, the greatest temples of this sect are at Sarpedon’s poles
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