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Preliminary information



Hey folks,
	Below is the preliminary text form of what I have on the priests
of T'or.  If you have any suggestions or anything you feel needs to be
better spelled out just email me back.  I am planning on dropping off a
full edited version on Saturday at AQ.  I will include some diagrams of
the actual temples and islands.  Also I want to include some of the
defenses that are employed by the temples.  Please write if you have some
suggestions.  On Saturday I will bring a disk copy for Wright so if any
modifications need to be made they can be added right onto the disk.  All
that I ask is that I get my disk back later.  Thanks for taking the time
to read the following if you get time.  

Matthew D. Fahler
Chemistry Teaching Major
Purdue University
Phone: 743-0002
Email: martuck@expert.cc.purdue.edu


Priests of T'or in Geleia
Differences
	The Priests of T'or in Geleia serve a much different role than
they do in other parts of the world.  Given that Geleia is a war torn
land, the Priests of T'or have discovered that serving in a position where
they dictate laws and the justice of the land is just not possible.  There
is too much war and fighting for the priests to keep a hold on justice in
any one area for long.  Many of the enclaves have moved to serving more in
a protective role.  They have moved to acting as advisors and protectors
to those who they consider to be "Just" and acting in the name of T'or.  
	The land of Geleia is a vast land filled with many enclaves.  (See
individual town write-ups for the presence of a temple.  There are three
major groups of note though.  These are the Priests of Kierions Watch, the
Priests of (Insert word) or T'ors Harbor, and lastly the (Insert
appropriate name) or Wandering Justice.  These three distinct orders will
be outlined below.  
Kierion's Watch
History
	This particular enclave is relatively new.  Although it has a long
tradition of being in Kierions Watch, the actual building itself is only
about twenty years old.  This particular sect developed during the wars
that have torn the lands of Geleia.  After Dutch successfully took over
Kierion's Watch the Priests of T'or in the region flocked to help Dutch.
Dutch was well known as a worshiper of T'or and many priests sought to aid
him in his endeavors.  In the first year after Dutch came into ruling
Kierion's Watch the priests suffered badly in the battles that were
fought.  The priesthood that once numbered in the hundreds now held only
about 30-50 priests.  The Marsal lay dying of a wound received in battle.  
	In a battle that became known as the Battle of (Insert name of
Pass) Pass, a young trupan by the name of Wataqua Gaf began suggesting
bold new tactics for the priests to fight with.  Basing his tactics on
things he had seen and a dream from the previous night, his innovative
"circular" defensive style helped the Priests of T'or from taking major
losses.  Over the next few weeks the priests of Kierion's Watch adopted
these new tactics and began to incorporate them.  With their losses cut
considerably, the priests began to see hope that their temple would not
perish.  Upon the death of the old marsal, Wataqua Gaf was promoted to
Marsal.  
	In the years that followed, (Insert title if appropriate) Dutch
came to need the priests less and less in a military way.  The priests
continued to gain renown for their heroism and amazing tactics.  Wataqua
developed seventeen more tactics from his experiences in battle.  As
Dutch's followers continued to grow, he eventually took it upon himself to
finance the building of a "enclave" for the Priests of T'or.  Although the
temple could be called a traditional enclave, its actual appearance is
unique.  Built in one of the passes of Dutch's domain it stands as a
virtual fortress built into the mountainside.  The actual temple contains
numerous spires and impressive defensive gates and walls.  This particular
endeavor took well over five years to complete.  The actual engineer of
the feat was Rebal Satharin.  Following the completion of the "enclave",
the numbers of the actual Priests of T'or soared.  Now numbering well over
400 (adjust if necessary) priests strong this temple has become a strong
addition to the region of Kierion's Watch. 
Functions of the Temple
	The actual priests have given up trying to impose justice on the
land.  Most consider Dutch to be a just and capable ruler.  This has led
the priests to move to more of an advisory position.  A council from the
temple meets with Dutch and his advisors to discuss plans and the needs of
the land.  In addition to this a large number of priests serve as Sirma
for important people in Dutch's court.  It is considered an honor to die
protecting a member of the court, but many times this is not necessary.
This has led to the largest portion of the enclave to be dedicated to
Sirma.  
	The temple also serves as a location for the training of many of
Dutch's commanders and military personnel.  Any person proving themselves
worthy of training there may come to study the tactics that the Priests of
T'or have developed.  However to gain entrance to the temple for purposes
of study the person must pass a test on basic tactics and must be judged
by a council of priests from the Internal Security.  This council serves
to test the person with questions that are supposed to prove the person's
worthiness to be in a temple of T'or.  
 Design of the Temple
	The temple was designed with defense in mind.  Although for the
most part untested, the temple serves as a fortress defending the pass.
The outer walls were designed with locations for archers from Dutch's
forces and other military teams such as catapults and ballista.  The front
gates were made of two-foot thick iron (molded with the help of an earth
mage.)  These were counterbalanced and fitted with a mechanism to make
them glide easily, but be able to lock into place if necessary.  The
entire outer wall was designed to actually fall away if necessary.  If the
outer defenses were breached, the wall may be pushed out by certain
keystones.  This will cause the walls to fall and seal the pass.  
	The inner portion of the temple consists of a large training area,
barracks, a worship area, quartermaster, blacksmith, stables and an inner
sanctum.  The inner sanctum serves as a training ground for tactics.  It
actually consists of an above ground training area (for people visiting)
and a below ground tactics area (for priests).  Each training area
consists of a ring.  These rings must be passed to acquire new teachers
and trainers.  The priests believe that you can only show somebody so many
times before they must discover how to use it on their own.  This means
that they can be instructed, but only after passing one of the rings.  
	Each ring consists of a series of symbolic representations of the
actual strategies.  Some are very basic and others are complex consisting
of mechanisms that actually move.  Each one represents a certain knowledge
or strategy.  A person begins in the middle and progresses outward as
their skills build.  Each ring contains more rooms and thus more
strategies.  Any priest passing the outer most ring is given private
information of the temple such as the location of one of many tunnels that
lead out of the temple.  
T'or's Harbor
History
	Tor's Harbor developed about sixty years ago to deal with the
ever-increasing problem of the pirates of the southern seas.  Since this
time the Harbor has served as a port of call for many travelers seeking a
safe harbor.  The Harbor was built on a small island with a relatively
protected harbor.  The island was previously owned by a set of cutthroats.
This harbor is set with high walls that protect both sides and several
coral reefs that break high waves. 
Functions of the Temple
	Unlike other temples, this particular temple only consists of what
could be called "Boarder Patrol" and internal security.  All arbitration
is done on the sea and is swift.  The island can actually only hold about
200 people. The temple itself contains well over 200 people though.  The
temple contains two marajos (sp), several karugos, and lots of smaller
attack ships for shallow waters.  The temple primarily searches the seas
for pirates and pirate coves.  They perform this task with their small
navy and the aid of a small temple of Neptune and a small collection of
air and water mages. 
Organization of the Temple
	The temple has adopted a slightly different organization than the
traditional.  Most of the priests that remain in Harbor are elder priests
that act as command staff.  The command staff is under the direct command
of the Marsal, but it is not required to take all of their orders from the
Marsal.  In cases of extreme emergency the command staff has the latitude
to act independently.  Primarily they organize all of the intelligence
they acquire from various rumors and scouting missions.  This staff
consists of about 40-50 priests ranging from soldats all the way to
Signors.  These priests are also in charge of distributing the orders to
the various fleets and maintaining the defense forces of the island.  
The Fleets
	The fleets themselves are organized usually with several ships.
The largest is typically the command ship.  This ship is usually by a
Signor and kavilir.   All of the other ships in the fleet have kavilirs as
captains.  The individual groups on the ship are headed by trupans.  They
direct the marines, priests and mages under them.  Most of the fleets work
like well oiled machines.  They are typically fairly well practiced at
fighting pirates.  
	The fleets containing the deeper water ships will typically stay
out at see for several weeks patrolling for pirates.  The smaller fleets
containing attack boats will usually stay within several days of the main
base.  This keeps the area fairly clean.  The smaller fleets though are
also assigned to aid the larger fleets in emptying out pirate coves.  
Advancement in the Temple
	Advancement in a temple is typically limited to positions being
open above an individual.  To be considered for advancement the priest
must not only demonstrate adequate skills for leadership, but they must
also have a list of accomplishments that distinguish the priest.  In other
words they must have earned some valor in their endeavors to move pirates.  
Wandering Justice
History
	No individual group has a long history.  The "Wandering Justice"
developed due to a growing unrest within the various temples.  Many
priests began to feel that sitting in their temples waiting to return
justice to the war torn lands was not the way.  These priests many times
left on an individual basis.  Eventually many of these kindred spirits
began to form small groups of priests.  These groups began wandering
throughout the lands of Geleia dispensing justice.  Many of these groups
have been wiped out by the wars, but more always seem to appear.  Their
exact numbers are not known.  
Organization
	Again it should be noted that they do not have a specific
organization other than small groups.  These usually range from 5 to 30
priests.  These groups are fiercely dependent on one another.  Orders are
always followed by lower ranking priests.  
Duties
	Their duty is simple.  They dispense justice whereever they go.
Their justice tends to be swift and brutal in many cases.  
Advancement 
	Advancement is limited within these groups.  To advance from
Soldat to Trupan a priest must prove some competence in lower level drills
and actually have performed several notable acts of justice.  This is not
actually very difficult.  The move from Trupan to Kavilir is the most
challenging.  To accomplish this feat the priest must successfully
complete an act of great justice that has far reaching consequences.  This
feat is judged by the members of his group.  Many people in these groups
seek to attain this honor for years.  There is no advancement beyond
Kavilir.