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Church of The Forge- The Facts - Labyrinthe Forum
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> Church of The Forge- The Facts
Stevelouch
post Nov 26 2007, 11:01 PM
Post #1


Steve Louch
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The Faith of The Forge
You do fine work? It would be good if you remember that a smith does not turn down work. You seem to be goodly fellow but you do a neutral craft. It is good to have things grounded a little.
The Spirit of Primus
The Final Dawn IM 2005

Primal Faiths are generally less like the great Churches and more like gatherings of like minded individuals or philosophies. Often the peons who follow such would not even regard it as a faith and it is often true that the places of worship of such Primal Deities don’t even resemble Shrines or Temples as such.

In the case of The Forge this all the truer with simple workshops, smithies and forges being the holy places of his faith.

The act of crafting for the love of it for the simple needs of those who call on the smith are all the acts of worship needed for the Forge. Simply singing or whistling whilst in labour all the praises required.

The act of crafting a weapon or armour is as neutral as the very tools used or created and no moral judgements are passed by the smith. As a result the faith itself is neutral but may be followed by smiths of any alignment. Unsurprisingly the followers tend to neutrality although those that more closely associate themselves with Jander, the man, rather than Jander, The Forge, will tend to be goodly.

The Forge now formally places a call to his disciples founding a Church.

System wise this means:

Anyone eligible for membership of a Church may join regardless of their alignment.
The base Miracle list is True Neutral
Individuals may add extra miracles to their miracle list as normal appropriate to their actual alignment. I.e. NN may only add neutral miracles to the base list; LG, NG, CG & LN may add goodly miracles to the base list and CN, LE, NE & CE may add evil miracles to the base list.

Miracle List

1st: Detect Spirits Nature, Remove Rune of Power, Spirit of Seeing, Halt, Power Meld
2nd: Spirit of Seeing and Hearing
3rd: Protection From Spirits, Spirit Shield, Talk To Spirits
4th: Rune of Power, Communication I, Spiritbolt, Control Ghoul
5th: Minor Ward of Power, Spiritual Invisibility, Remove Voice of Power, Control Wraith
7th: Bind Weapon Spirit
8th: Major Ward of Power
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