D'lokka Priest Class
Status: Greater Power
Sphere of Influence: War
Alignment: Lawful Evil
Plane: Nine Hells
Description: D'lokka is the goddess of war and the matron of all hobgoblins. She's often depicted as a beautiful female warrior with spiked armor and a battle axe and wearing an iron gauntlet of power. She can appear as any race, but usually appears as the race of the person she is speaking to. Her most common form is that of a hobgoblin. It is said she is just and honorable, but brutal and blood-thirsty. Her seneschals are the D'vivida, a race of large, brutal ape demons.
Priest Alignment: Lawful Evil, Lawful Neutral
Flock Alignment: Any
Minimum Ability Scores: WIS - 10, STR - 14, CON - 10
Races Allowed: Human, Hobgoblin
Nonweapon Proficiencies Required: Blind-Fighting
Nonweapon Proficiencies Recommended: Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking
NW Crossover: General, Priest, Warrior
Duties: Devotions: Instead of traditional prayer, priests honor their goddess through meditation or physical exertion (usually by practicing their combat skills alone, somewhere quiet). They also often make offerings to her, using spoils of war. Guidance: Priests must often serve as war counselors and strategists for wars and battles. Marriage. Missions: The priests want to and are required to accompany armies on the march of war. At every war, priests of this sect will be in attendance on the officers and rulers on both sides. Vigilance: The priests of this sect must keep their eyes open against complacency and the tide of philosophies of peacefulness; if a land is too peaceful for too long, they must shake things up and get a war, even a small one, going.
Weapons Permitted: Battle axe, bows (all), cestus, dagger/dirk, knife, lance, mace, maul, polearm, spear, swords (all), warhammer
Armors Permitted: All armor and shields
Combat Abilities: Good
Other Limitations: Priests of D'lokka must at all times wear their grey vestments and/or holy symbol in public.
Major Access Spheres: All, Combat, and Healing
Minor Access Spheres: Law, Necromantic and Protection
Granted Powers: Incite Berserker Rage. At 5th level, Inspire Fear once a day. They are allowed to specialize in one weapon.
Followers/Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priest and six first-level priests of the same order, plus two fifth-level fighters who act as guards. The priest may take the following on adventures: Three priests of his choice, and one fighter. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a large armory chamber.
Symbol: Iron Gauntlet
Central Temple: Dan'gen (Temple of War)
High Priest: High General Kavalk
Beliefs: Worshippers of D'lokka believe in war and honor on the battlefield. To die in anyway other than in battle is considered dishonorable and that person will not progress on to the afterlife. They do not believe in trickery, deceit, or cheating; only in fair fights. They have a very strict code of behavior as shown below.
Code of D'lokka
The Code is to be followed by all worshippers of D'lokka--priests, especially, are meant to set an example. Those who do not follow the code will find themselves losing their power, much like the Qeh sect.
01. Honor is life.
02. Never backstab an opponent, or fight someone who cannot properly defend themselves.
03. One should always accept surrender. If an opponent surrenders and then goes back on it, their life is forfeit.
04. Never go back on your own surrender, if given.
05. Never break your word. Always honor your promises with your life.
06. War is glory. Peace is a weakling's dream. Never allow peace to reign.
07. To die in anyway other than in battle will bring dishonor. To kill in any other way than in battle will do the same.
08. All fights should be fair. Only thieves and cowards engage in trickery, deceit, and cheating.
09. Never claim credit for a kill you did not make.
10. Always obey your commanding officer.
1st - Curse, Combine, Command, Courage, Cure Light Wounds/Cause Light Wounds, Detect Evil/Detect Good, Endure Heat/Endure Cold, Invisibility to Undead, Magical Stone, Morale, Protection from Good, Purify Food & Drink/Putrefy Food & Drink, Ring of Hands/Ring of Woe, Sanctuary
2nd - Aid, Calm Chaos, Chant, Emotion Perception, Enthrall, Hold Person, Resist Fire/Resist Cold, Sanctify/Defile, Slow Poison, Spiritual Hammer, Withdraw
3rd - Animate Dead, Caltrops, Cure Blindness and Deafness/Cause Blindness and Deafness, Cure Disease/Cause Disease, Dispel Magic, Feign Death, Line of Protection/Line of Destruction, Magical Vestment, Negative Plane Protection, Prayer, Remove Curse/Bestow Curse, Remove Paralysis, Rigid Thinking, Strength of One, Unearthly Choir
4th - Cure Serious Wounds, Focus, Fortify, Neutralize Poison, Tanglefoot/Selective Passage
5th - Atonement, Cure Critical Wounds, Disguise, Flame Strike, Illusory Artillery, Insect Plague
6th - Heal, Illusory Fortification, Spiritual Wrath
7th - Shadow Engines, Unholy Word
Incite Berserker Rage:
The jat'lyn, as they are called among hobgoblins (which means, essentially, 'battle spirit') are beings born within the depths of Baator. It's said one is created every time someone experiences anger or hatred in the heat of battle. So as you can imagine, there is no shortage of the creatures.
The priest's ability to Incite Berserker Rage allows them to summon a jat'lyn from Baator and inject it into a willing warrior host. The jat'lyn, filled with rage, merges with the host's spirit. The warrior's muscles bulge, their eyes glow a crimson red, and their voice echoes with a reverberation, as if two beings were speaking at once.
Although technically considered a possession, the host does not lose any control of their actions or thoughts, other than to become filled with rage. They can still determine friend from foe, still make rational decisions, and so on. However, they cannot cast spells or leave the battlefield until the fight is over and there are no opponents left.
When the battle is over, the jat'lyn has been 'consumed' by the warrior and is destroyed. Once this has happened, the warrior may not accept another jat'lyn until at least 24 hours. The warrior will be tired, but there are no negative side-effects.
Many hobgoblins consider it a great honor to have a jat'lyn given to them. Other races may react differently, depending on their own views. In any case, a jat'lyn may not possess any body that is not willing. Even the slightest bit of doubt can interfere with the process, causing the jat'lyn to return to its own plane or disperse altogether.
In order to summon a jat'lyn, the priest in question must say a short prayer to D'lokka (CT 3) and be within ten feet of the host. There is no limit to how many jat'lyn are summoned, but no warrior may accept more than one a day.
Sects: An acolyte is known as a Taj ('dagger'), and they remain as such until they join a sect. Some priests choose to remain Taj their whole lives (they are called Taj-mob, which means 'lone dagger'), but these men have no influence within the church, are seen as 'fence-sitters' by their peers, and are generally un-trusted by the general public. If a Taj reaches fifth level and has not chosen a sect, he becomes a Taj-mob. However, D'lokka is the goddess of war and as well as that, matron of armies. War cannot be waged by just one man. Therefore, it's usually not prudent to remain independent. The flock tend to ignore the Taj-mob, unless they are able to build their own army (which is hard to do, since people feel D'lokka does not support the Taj-mob, and therefore few are willing to serve him.) Vinokur is an example of a famous Taj-mob who formed his own army and became the Tyrant. This, however, tends to be a rare thing. (The Taj are identified by the symbol of a dagger on their holy symbol. The Taj-mob have a crimson dagger dripping blood.)
The largest sect of D'lokka are the Hargh sect. They are also the most influential in the Church. It's said Dan'gen himself started this sect. It is very loyal to the ideals set forth by D'lokka. It is full of rigorous rules and is very well structured. To join the Hargh sect you must be honorable and true to the D'lokka Code (Lawful Evil only--any deviance in this will not be tolerated). They must also have participated in a great battle OR defeated a powerful opponent. Then you must prove your abilities in a test of combat against a priest of equal power (usually held at an arena or something). Finally, you take a loyalty oath and then become a member. (The Hargh are identified by the symbol of a battle axe on their holy symbol.)
A much smaller sect is the Qeh sect. They hold to the idea that war is not orderly nor should it have rules. They are in it for the mindless destruction, the killing, looting, and raping. This sect is very unpopular, as they are seen by the Hargh sect as cowards. Furthermore, it's believed they are originally responsible for letting loose Carnage--and that they would do it again, if given the chance. They are also quite feared by the general populace, as there are many rumors of them eating their victims. Their numbers stay down, though, as they are often killed by the other sects or turn on each other. The Qeh sect worships the spirit of war, but not D'lokka's law. Therefore, they are the smallest and weakest of the sects. They cannot obtain any spiritual powers beyond the second Hymn. To join the Qeh sect you be must violent and bloodthirsty (Chaotic Evil). You then test your abilities by being taken on a raid. Depending on how well you do determines if you can join. (The Qeh are identified by the symbol of a garroted sword on their holy symbol.)
Another small sect is the Chaj sect. This one believes that females make better warriors than males. They are notoriously sexist and will take any opportunity to make a man look weak or foolish. This sect is composed entirely of women. It also often uses animals of war such as wolves, bears, and apes. To join the Chaj sect, you must follow the D'lokka code and be female (Lawful Evil only). They then require a test of your abilities, usually with mock combat and an obstacle course to run through. (The Chaj are identified by the insignia of a chakram on their holy symbol.)
The leader of the priesthood of D'lokka is known as the High General. He is chosen from among the leader of one of the sects in a contest of battle. Whoever wins is believed to be chosen by D'lokka herself to lead the church. However, the High General generally has trouble controlling any sect than his own, since the nation is in constant war and the various sects are spread all over the nation. So really, the High General just has control over the city of Dan'gen.
For the past 400 years, the High General has been of the Hargh sect. Never in documented history has the Qeh sect been in control. This is why the Hargh sect is the most powerful and popular--because it's generally believed they are D'lokka's favored by the general populace. Some are beginning to theorize if maybe the fights are fixed to make sure the Hargh win. The current High General is a hobgoblin named Kavalk. He is, of course, of the Hargh sect. It's said he's an amazing warrior, and the favored of D'lokka. Some say she even speaks to him directly at times.
Myths and Legends:
Creation - Countless years ago when the world was young, D'lokka warred with the God of Light, Azedeth. After being driven away, She came to Renosia to set up her base so She could counterattack. All ready inhabiting this continent was Shadowbite. He encouraged D'lokka's war, because as the God of Darkness, he hated and feared Azedeth's power. D'lokka disapproved of Shadowbite's cowardly ways, but knew an ally when She found one. However, Azedeth had allies as well, and the two gods were defeated again. They returned to Renosia, jealous of Azedeth's mortal creations--the elves. D'lokka decided to craft Her own creation to continue the war for Her, under Her guidance. D'lokka cut Herself and from Her blood sprang the first Hobgoblins. She taught to them the arts and rules of war and the virtues of discipline, order, and honor.
Dan'gen - Dan'gen Bloodtooth is perhaps one of the most honored and respected hobgoblins of all time. He nearly has a god-like status among his people, and some speculate he may have actually been the mortal son of D'lokka. Somewhere in the century of -1900 or so, it's believed he first came into power. He embodied the virtues of D'lokka completely and was a brilliant tactician. It was he who formed the Hargh sect to fully honor his goddess; he who founded the greatest city in the Bloodtooth sector (named after him); and it was he who began the Malice Dynasty which would go on to rule the entire country of Renosia for the next 600 years or so. There are many legends surrounding him but it's difficult to determine which are real and which are fabricated. Some are so far-fetched to suggest he was able to perform miracles unlike anything seen today. For example, one popular legend states he built the entire city of Dan'gen himself, by hand, in the span of one year. The most popular legend, however, foretells Dan'gen's rebirth and return to the mortal world after he was slain in the Malreth War. This myth says he will return to unite and lead the hobgoblin armies against the elves and conquer the entire world.
Vinokur - Vinokur is another well-known hobgoblin who lived around the second century after Carnage. Unlike Dan'gen, however, who is universally loved, Vinokur is a very controversial figure. Some believe him a great hero; others consider him a fraud at best and a failure at worst. He was originally a common foot soldier for the Tyrant, but somehow he slew him and became the Tyrant himself. (Some believe this was done honorably, even though such a task is difficult to believe; critics of Vinokur suspect he used trickery or poison.) He believed himself the reincarnation of Dan'gen and began rallying the troops of Renosia to fulfill the prophecy and destroy the elves. This is what led to the Golem War between Gontoria and Renosia. However, the elves were victorious, having magic on their side. Vinokur returned to Padora and was killed and replaced by Darius, an even weaker Tyrant--this eventually led to the Civil Wars. Whether hobgoblins believe he is a misunderstood hero or a charlatan--one thing is certain: he obviously did not fulfill the prophecy before his death.
Relics and Artifacts:
Mail of Dan'gen - This is said to be an unholy armor that Dan'gen himself wore in battle. It's plate mail that is completely black and covered in spikes. The legend behind it is that it was crafted in the pits of the Nine Hells by D'lokka's most faithful servants and presented to Dan'gen as a gift for his loyalty and faith. Not much is known about its powers. The armor later fell into the hands of the Overlord of Bloodtooth, Quar'toth. How this happened is unknown.
Vinokur's Blood Sword - One of the stories about Vinokur is his famous sword. It's said to be a garroted long sword with a blade that is completely red. This weapon can drain the life force out of a victim and transfer it to the wielder, healing him. The legend goes that Vinokur had the sword forged by sacrificing the blood of his enemies while having a powerful priest bless the blade. It was lost after his death but many believe it's hidden somewhere in Padora.
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