Religions

The gods are generally extensions of the spirit world. Temples dot the landscape, bowing to a particular way of life. These temples normally are devoted to a major god and several minor gods that are sympathetic to the particular life stream.

Ways of Life

The paths of life cater for all the different core paths. The prime paths are the active and the passive. Followers of activism seek some or all of the minor goals Action, Fighting, Wealth and Domination. Followers of passivism seek some of all of the minor goals Tranquillity, Peace, Poverty and Coexistence. It is possible for a character to seek a mixture of the minor goals. A neutral character may seek two minor goals from each path. A person seeking three of one path would be considered to be of that path.

Classification Activism Passivism
Tiger 4 0
Bull 3 1
Carp 2 2
Cat 1 3
Ox 0 4

Spirit Forms

Spirit forms are created anywhere where there is life. The life force becomes personified in a spirit form. If the life force is more complex then there is a spirit form for each aspect. Within the Human world these spirit forms become formed into gods, such as a Kitchen God. Also within the human world, the forms take on a hierarchy, so there are major gods, and minor gods. Any character would follow a couple of Gods. A priest would normally be a priest for a major god, though sometimes they will follow the minor ones.

Spirit forms are listed as creatures.

Within the sprit forms there are major streams. Each stream has it's own hierarchy and a head sprit who is in all effects a god.

Supreme Spirits are very powerful spirits who represent the core values and mores of the world. As such they rule over all spirit houses. The streams are Order & Chaos, Good & Evil, Time, Fate, Tolerance & Vengeance, Communal & Individual.

religi1.jpg (30711 bytes)

While each of the gods is an immortal, Dragon Kings and their legions do their work for these gods.

Character's Spirit Connections

Most characters have a connection to the Spirit world. However they are not usually aware of it and require that a Shaman discover their spirit connection. When they discover the connection, they require that the connection be exposed. This can be done through the training by an associated spirit for one week (@100 gs cost) or by a Shaman activating the connection (again at 100gp cost).

Spirits Forms

Abode is where spirits of this type often reside.

Appearance Is the typically depiction within the society of spirits of this type.

Followers are the types of creature who are attracted to this spirit form.

Personality is the personality of the follows of this spirit form.

Symbol is the typical symbol used to represent the spirit form.

Domain - The Granted Power is obtained when the spirit world connection is enabled.

Domain - Spells are also obtained by all characters when the spirit world connection is enabled. However, characters cannot cast spells, where they have an insufficient ability score to cast the spell. Also, characters must obtain a character level of at least twice the level of the spell, before being able to cast the spell. The character does not need to learn the spells, but can only case one domain spell per day.

Chaos

"Variety is the spice of life" Chaos is the supreme freedom from constraint. They follow no particular path and crave diversity. 

Abode: Chaos spirits live in the wilder, untamed parts of world. They also live in places of extreme agitation or change, like in the centre of a large storm.

The supreme Chaos Spirit lives in the centre of the multiverse.

Appearance: The Spirit of Chaos has no fixed form. To each individual there is a different appearance, for all aspects, size, race, sex, etc. To the rest of the world, the Spirit of Chaos is usually drawn as a chimera with at least six aspects.

At the supreme council, the Spirit of Chaos delights in having a different appearance each time.

Followers: Chaos followers seek to gain from the power of diversity. They believe that only though a wide mix of abilities and traits can progress be made. Each character has a unique set of abilities and only those with the best mix will survive. However, as each situation is different, altering a set of abilities is a must for survival.

Creatures who follow chaos gain powers that draw on the wild and unpredictable nature of the universe. As a result the effects they have can be somewhat unpredictable. Wild mages are an example of a chaos based character class.

Personality: Creatures of chaos are generally only predictable in their unpredictability. Chaotic spirits are often very egalitarian. Chaotic sprits have no lasting allegiance, even to themselves. They at time seem to act randomly as they have no underlying rationale for action. Often they are more forgetful than malicious.

Symbol: The god of chaos has many symbols and changes them seemingly at will. Some coexist, sometimes they one is replace with another. The rest of the world uses the vortex symbol for this god.

The complex symbol: ChaosGodSymbol.png (66803 bytes) The simple Symbol: ChaosGodSymbolBlackAndWhite.png (5425 bytes)

Chaos Spirit Domain

Prerequisite: Any Chaotic Alignment.

Granted Power: Chaos followers automatically gain the Wild Action feat. (Even if they do not have the Dex prerequisite.)

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Random Action Level 2 Level 2 Level 2 Level 2
2 Resist Elements Level 4 Level 4 Level 4
3 Dispel Magic Level 6 Level 6 Level 6 Level 6
4 Hallucinatory Terrain Level 8 Level 8
5 Ethereal Jaunt Level 10 Level 14 Level 14
6 Animate Objects Level 12
7 Word of Chaos Level 14
8 Whirlwind Level 16 Level 16
9

Communalism

        Communalism is the placing of the group and it's goal ahead of the requirements of the individual.

Abode: Communal spirits live generally in large ordered, communal societies. They can often be found in places like bee hives. In some human societies, there will be communal spirits reflecting the true nature of these groups.

Appearance: The Spirit of Communalism is often drawn as the Queen from a hive type group, such as a Queen Bee, Ant or Termite.

At the supreme council, the Spirit of Communalism usually comes as the Queen Termite.

Followers: Each member had a place and position that works for the benefit of the communal being. Communal groups often have a very different set of behaviours for interactions within the group and to other groups or individuals. They will respect, if not agree or cooperate with other groups. They despise groups that favour individualism.

Personality: Communalists are solid workers for the common good. Even when they are the leaders, the take the responsibility for the well being of all in the group seriously. Though they will demand sacrifices, even ones involving death, if it means that the group can survive.

Symbol: The Spirit of Communalism is usually drawn as a group of concentric ants with the Queen ant in the centre.

Domain

Prerequisite: Any non-Chaotic Alignment.

Granted Power: Communalism followers automatically gain the Leadership Feat (See DMG) at sixth level.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Command Level 2 Level 2
2 Calm Emotions Level 4
3 Speak with Dead Level 6 Level 12
4 Status Level 8
5 Mark of Justice Level 10 Level 10
6 Geas Level 12 Level 12 Level 14
7 Mass Invisibility Level 14 Level 14
8 Mass Heal Level 16 Level 16
9 Antipathy Level 18 Level 18 Level 18

Evil

Evil spirits do not care for other spirits of any type.

Abode: The Spirit of Evil lives in the bowls of the earth, trying to gain the souls of those who have just died to play with and to torture.

Appearance: The Spirit of Evil is usually drawn as a creature in great pain. If there are clothes, then these are the white robes of death.

At the supreme council, the Spirit of Evil appears as ghost of an upright creature.

Followers: Evil Spirits seek out the paths of pain and suffering, even for themselves. They use domination, manipulation, or other devious means, to gain control over others. Once they have this control they use it to advance their cause, no matter what the cost to the ones they are using.

Personality: A malicious creature that seeks the servitude of others in suffering. This creature feeds on pain and hurt.

Symbol: Torture implements are the favoured symbol of Evil Spirits.

Domain

Prerequisite: Any Evil alignment.

Granted Power: Evil characters automatically gain the Iron will feat.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Cause Fear Level 2 Level 2
2 Hold Person Level 4 Level 4 Level 6 Level 6
3 Bestow Curse Level 6 Level 8
4 Pain Level 10
5 Nightmare Level 10 Level 10 Level 12
6 Repulsion Level 14 Level 12 Level 14
7 Withering Palm Level 16
8 Power Word Blind Level 16 Level 18
9 Imprisonment Level 18 Level 20

Fate

Fatalistic spirits believe that the world is deterministic. All actions lead to consequences, and that to a significant extent these are beyond the ability of most to control.

Abode: Fate exists everywhere that there are sentient beings. Typically fate is hidden until the cards are played out.

Fate Spirits often have the appearance of a skeletal form for the group they represent, as this is the usual fate for all members of this group.

Appearance: A skeletal character is the normal appearance of Fate.

At the supreme council, the Spirit of Fate appears as a giant, ancient, skeletal dragon, made from green jade.

Followers: Followers of fate believe that all actions are preordained. Hence they give little thought to the correctness or consequences of these actions.

Personality: Fatalists often believe that the world is one large conspiracy, working for or against them.

Symbol: The symbol of fate is usually a skeletal figure. Usually only one part of the skeletal figure. The symbol of of the Supreme Fate is a Skeletal Dragon Head.

Domain

Prerequisite: Any Neutral alignment.

Granted Power: Followers of Fate automatically get the feat Alter Fate.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 True Strike Level 2 Level 2
2 Augury Level 4
3 Bestow Curse Level 6 Level 8
4 Status Level 8
5 Atonement Level 10 Level 10
6 Geas Level 12 Level 12 Level 12
7 Vision Level 14
8 Mind Blank Level 16 Level 16
9 Foresight Level 18 Level 18

Good

Good spirits seek to aid others, especially the most needy. They are selfless about themselves and often need the help of other good characters to continue. They gain satisfaction from their aid given, no matter how small or hopeless the cause seems to be. They hold that if enough do good, then the world overall will be a better place.

Abode: Good spirits live in good communities and communities where good acts are required just to meet the daily needs of the inhabitants.

Appearance: Good spirits usually appear as wholesome, well kept, and well manicured (even idealised) members of the group they represent.

At the supreme council, the Spirit of Good is usually in the form of a Ki Rin.

Followers: Followers of Good believe that continual improvement of the self and surrounds is the most important imperative. They form groups to aid in the delivery of basic services and needs for the needy.

Personality: Good spirits are generous in nature and tend to shun more materialistic goods.

Symbol:

Domain

Prerequisite: Any Good alignment.

Granted Power: Good spirits automatically gain the Scholar of Nature feat (OA).

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Animal Friendship Level 2 Level 2
2 Make Whole Level 4
3 Remove Disease Level 6 Level 6 Level 6
4 Neutralise Poison Level 8 Level 8
5 Break Enchantment Level 10
6 True Seeing Level 12 Level 12 Level 12 Level 12
7 Control Weather Level 14 Level 14 Level 14 Level 14
8 Sympathy Level 16 Level 16
9 Freedom Level 18 Level 18

Individualism

Individualist spirits believe that each spirit has a destiny and a set of abilities that should be used to maximum gain. By having each individual behave in such a manner, the total wellbeing of the world is enhanced. This is turn benefits all.

Abode: Individualists tend to live anywhere, though they shun communalist communities.

Appearance: individual spirits often appear as locals, but dressed in outlandish costumes and unusual clothes and other garb, such as piercings and tattoos.

At the supreme council, the Spirit of Individualism appears as a tattooed man with many body piercings.

Followers: Followers of individualism form little clans, that are surprisingly conformist in the way they present them selves. They do not form lasting or strong groups, rather flit from one style and form to another.

Personality:

Symbol:

Domain

Prerequisite: Any Chaotic alignment or True Neutral.

Granted Power: Individualists gain the disobedience feat.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Change Self Level 2 Level 2 Level 2
2 Alter Self Level 4 Level 4
3 Gaseous Form Level 6 Level 6
4 Polymorph Self Level 8 Level 8 Level 8
5 Spirit Self Level 10
6 Stone skin Level 12 Level 12 Level 12 Level 12
7 Refuge Level 14
8 Sure life Level 16
9 Shape change Level 18 Level 18

Law

Time spirits maintain the rules and regulations that many places work by. Some represent the law in general, some specific domains, and some are the law's enforcers.

Abode: Followers of law prefer to live in orderly societies with strong monastic or governmental presences.

Appearance: Law creatures appear as those in official costumes, particularly those of the legal and police groups.

At the supreme council, the Spirit of appears as an elderly Mandarin, in full ceremonial garb.

Followers: followers of Law typically form large organisations with many rules and regulations. They often form into the ranks of Mandarins of the government.

Personality: Followers of law typically demand that people follow the letter of the rules, rather than the spirit.

Symbol: The symbol of law is three concentric circles.

Domain

Prerequisite: Any Lawful alignment.

Granted Power: Followers of law gain the Soul of Loyalty feat (OA).

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Doom Level 2
2 Commune With Lesser Spirit Level 4
3 Locate Object Level 6 Level 6 Level 6 Level 4
4 Discern Lies Level 8 Level 8
5 Commune With Greater Spirit Level 10 Level 10 Level 14
6 Geas Level 12 Level 12 Level 12
7 Dictum Level 14
8 Shield of Law Level 16
9 True Resurrection Level 18 Level 18

Order

Orders spirits believe that only though rigid order can to world be made a better place.  They seek to have a place for everything and everything in it's place.

Abode: Followers of order prefer to live in places where things are well organised and there are unlikely to be surprises.

Appearance: Followers of order can wear any garb, but it is always well fitting and neat.

At the supreme council, the Spirit of

Followers: Followers of the spirit of Order want to live in a world where everything is orderly. They eschew anything that is out of place and destroys the workings of an orderly society. They feel that there is a place for everything and everything shall be in its place.

Personality: Followers of order are well organised. They lead structured lives and are stressed when the structure is disrupted.

Symbol: A square split into four.

Domain

Prerequisite: Any Lawful alignment or True Neutral.

Granted Power: Followers of the spirit of order gain the soul of sincerity (OA) feat.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Calm Animals Level 2
2 Ancestral Vengeance Level 4
3 Locate Object Level 6 Level 6 Level 6 Level 4
4 Order's Wrath Level 8
5 Terracotta Lion Level 10
6 Control Weather Level 14 Level 12 Level 12 Level 12
7 Programmed Image Level 16 Level 14 Level 14
8 Discern Location Level 18 Level 16 Level 16
9 Imprisonment Level 18 Level 18 Level 18

Time

Time spirits are the chronographers of the world. They mark and manage the march of time throughout the universe. Some believe that some time spirits can travel in time. They can be known for linear thinking.

Abode: Time followers live in places where the march of time can be accurately measured and determined. For this reason, they eschew places such as the underground, where the march of time is hard to determine and has little meaning in a short term context.

Appearance:

At the supreme council, the Spirit of

Followers:

Personality: Followers of time are incredibly punctual. They seem to naturally know how much time activities are going to take and are good at scheduling activities.

Symbol:

Domain

Granted Power: You gain the feat of Time Compression. Note that all followers of time gain this ability without the normal need to meet the prerequisite.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Know Time Level 2 Level 2 Level 2 Level 2
2 Minor Temporal Stasis Level 4 Level 4 Level 4 Level 4
3 Slow Level 6
4 Haste Level 6 Level 8 Level 6
5 Minor Reverse Time Level 10 Level 10 Level 10 Level 10
6 Reverse Time Level 12 Level 12 Level 12 Level 12
7 Time Teleport Level 14 Level 14 Level 14 Level 14
8 Change Epoch Level 16 Level 16 Level 16 Level 16
9 Temporal Stasis Level 18

Tolerance

Tolerant spirits believe that the world is full of many shades and hues and that all should be accepted and allowed. They seek to understand, and accept rather than to change and to alter. Tolerant spirits enjoy the variety of life in all it's glory.

Because tolerant creatures seek to understand, they are less likely to impose their own view on those they are dealing with.

Abode: Tolerant spirits live in many places. They have no particular abode.

Appearance: Most typically tolerant spirits are shown as gentle creatures.

Followers: Followers of tolerance seek to understanding. Their responses in most situations is one of compassion and they attempt to see all sides of the equation. The thing they despise most is intolerance.

Personality: Tolerant creatures are unbiased and lineant. They would spare the rod to save the child. They are slow to anger, but can become unstoppable if their anger is aroused.

Symbol: The symbol of tolerance is a young lamb.

Domain

Prerequisite: Any Good alignment or True Neutral.

Granted Power: You gain the feat of Tolerant Mind.

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Charm Person Level 2 Level 2
2 Enthral Level 4
3 Charm Monster Level 6 Level 8
4 Ray of Tolerance Level 8 Level 8 Level 8 Level 10
5 Remove Prejudice Level 10 Level 10 Level 10 Level 12
6 Generosity Level 12 Level 12 Level 12 Level 14
7 Inspire Tolerance Level 14 Level 14 Level 14 Level 16
8 Mass Charm Level 16
9 Eliminate Prejudice Level 18 Level 18 Level 18 Level 18

Vengeance

Vengeful spirits seek to punish those who have done some wrong. They seek to improve the world by punishing those who are wayward, wrong thinking or too lawful or chaotic. Each type of vengeful spirit type typically seeks to punish for one or more of these possible aspects. The more powerful they are the larger the number of aspect they seek to control.

Abode: Vengeful spirits either live in societies where they can vent their anger, or they live in solitary places making raids on those they seek vengeance against.

Appearance: Vengeful spirits are usually depicted as being angry or upset. They may have the fury that drives them.

At the supreme council, the Spirit of Vengeance appears as an angry, infuriated frog.

Followers: Followers of vengeance believe that there is a need to punish others for the wrongs that have been committed. They tend to act on perceptions first and then ask questions later.

Personality: Vengeful spirits are constantly made angry by those around them. They either find wrong in most of the world around them, or they have some series of events that have made them bitter.

Vengeful spirits have a need for an outlet for their vengeance. If this outlet cannot be met, they will increase in their anger until there is a catastrophic event in their lives.

Symbol: The symbol of vengeance is an arrow through a heart.

Domain

Prerequisite: Any Evil alignment.

Granted Power: You gain the feat of Ki Shout(OA).

Domain Spells:

The following spells can be cast only if the character is of the specificed class and level.

Shaman Shukenja Sorcerer Wu Jen
1 Alarm Level 2
2 Ancestral Vengeance Level 4
3 Castigate Level 6
4 Pain Level 8
5 Lesser Planar Binding Level 10 Level 10
6 Yakamo's Anger Level 12
7 Withering Palm Level 14
8 Greater Planar Binding Level 16
9 Imprisonment Level 18 Level 18 Level 18

Celestial Bureaucracy

Ruling above the emperor is the celestial bureaucracy. This is headed by the Jade Emperor who has Dragons and other powerful creatures as minions. The characters will generally not have any dealings with the bureaucracy unless they are very powerful, or members of a very powerful family.  

The Jade emperor is Hong Jung. His prime responsibility is for the proper operation of the heavens and the bureaucracy. He has very little to do with mere mortals, and no mortal could survive for long in his presence.

 

Pebbles Up Kingdoms leagues Religions

Copyright 2002 Brian yap. This game is distributed under the Open Conent Licence.