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Yeomanry

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Church of Seven Faiths

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Allitur
Delleb
Fortubo
Joramy
Kord
Norebo
Phaulkon

Members List

The Church of Seven Faiths (Co7F) is the dominant church in the Yeomanry, comprised of worshippers of Allitur, Delleb, Fortubo, Joramy, Kord, Norebo, and Phaulkon. In the Yeomanry, these seven deities share houses of worship, particularly in smaller villages that cannot support seven different churches (or even shrines, for that much). There are a number of different levels of membership that PCs may have with the Church, each with its own costs and benefits.

The most basic level is a lay Member of the Church. This is the equivalent of simply being a registered member of the Church of Seven Faiths. Members of the Church must pay 2 TUs per year (reflecting occasional attendance of services) and must tithe 3% of their income per year to the Church (note this on each AR). In exchange for this, PCs receive the blessing of the gods, and clerics of the Church will perform marriages, funerals, blessings, and other Church sacraments for the PC. In addition, the DC for determining if a desired divine spell is available to a PC is reduced by 2, and the gp cost of such spells is reduced by 10%. Finally, Members gain access to all common items (not magic items) listed in Defenders of the Faith.

Particularly devoted Members can become Patrons of the Church, who are the equivalent of wealthy donors who have earned extra favors from the Co7F. Patrons of the Church must donate a minimum of 1,000 gp to the Church per year. Note this is in addition to the 3% tithe expected of all Members. Make a note on your adventure cert for each donation.

Patrons receive all of the benefits that Members do with the following exceptions / additions: Patrons of the Church have the DC for available spells reduced by 4 (instead of the 2 for being a Member) and receive 1 "permanent" Influence Point with the Church when determining the costs of purchasing divine spells from it. For example, a Patron would not have to expend an Influence Point for a 3rd-level spell, because of his "permanent" one. Thus he would only have to pay the basic gp cost (minus 10% and the 1 TU). Patrons also have access to the following magic item: Potion of Cure Serious Wounds.

More dedicated worshippers may desire to become a Cleric of the Church, indicating that they are religious workers for the Church on at least a part-time basis. There is a church hierarchy, beginning with Acolyte before progressing through Disciple and Deacon before one becomes a Priest. There are higher ranks in the Church, but these must be applied for and earned specifically.

Prerequisites

  • Characters must claim the Yeomanry as their home region. Switching regions from the Yeomanry results in expulsion from the group and all the benefits that come with it.

  • A Cleric of the Church must meet all of the requirements for being a Member (see above) in addition to those below.

  • A beginning Cleric of the Church must have a minimum of 2 ranks in Knowledge: Religion. This prerequisite increases by 2 ranks for each Co7F advancement. So a Disciple needs 4 ranks, a Deacon 6, and a Priest 8.

Requirements

  • There is an additional yearly TU cost of 3 TUs per Cleric of the Church rank that the PC has achieved. For example, holding the rank of Priest requires 12 TUs per year (plus the 2 TUs for being a Member). These TUs represent the time spent working in and administering a church. The higher rank you are, the more time you must devote to the faith! PCs may only ascend one rank per calendar year.

  • Clergy must tithe 5% of their income in all scenarios to the Church.

  • In order to achieve Priest status within the Co7F, the PC must have the ability to cast divine spells.

Benefits

  • Clerics of the Church gain all of the benefits of being a Member (see above) in addition to those listed below.

  • Each 'rank' counts as one permanent Influence Point towards purchasing divine spells at the church. For example, a Deacon would have the equivalent of 3 permanent Influence Points and could receive up to 6th-level spells for only gold and TU cost.

  • Clerics of the Church of Seven Faiths receive a +1 Circumstance bonus per clerical rank in the church on all Diplomacy, Bluff, and Intimidate rolls versus the average gods-fearing Yeoman in regional and metaregional scenarios.

  • PCs who have achieved the rank of Priest in the Church of Seven Faiths also gain immediate Yeoman Citizenship, gaining all of the rights and privileges that come therewith.

  • Clerics (of all ranks) of the Church who can cast divine spells, regardless of faith, gain access to the following feats:

    • Divine Vengeance (DotF)
    • Empower Turning (DotF)
    • Reach Spell (DotF)
    • Sacred Spell (DotF)
    • Extra Slot (T&B)
    Clerics of Deacon or Priest level may take levels in:
    • Hierophant (DMG)

  • All Clerics of the Church, regardless of faith, also gain access the following Class Book Spells:

    • Burial Blessing (DotF)
    • Castigate (DotF)
    • Divine Storm (DotF)
    • Filter (T&B)
    • Gaze Screen (T&B)
    • Mass Resist Elements (T&B)
    • Righteous Wrath of the Faithful (DotF)
    • Regenerate Circle (MotW)
    • Regenerate Critical Wounds (MotW)
    • Regenerate Light Wounds (MotW)
    • Regenerate Moderate Wounds (MotW)
    • Regenerate Ring (MotW)
    • Regenerate Serious Wounds (MotW)

  • Clerics of the Church, regardless of deity, gain access to the following magic items, based on rank within the Cof7:

    • Acolyte: Pearl of Power (1st)
    • Disciple: Pearl of Power (2nd)
    • Deacon: Pearl of Power (3rd)
    • Priest: Pearl of power (4th)

  • Finally, each of the seven faiths gains their own ethos. In game terms, Clerics of the Church of the below deities gain access to the prestige classes, spells, and feats listed below, assuming that they have achieved the minimum requirements for them.


    • Allitur:
      Prestige Class:
      Inquisitor (DotF).
      Feats:
      Cooperative Spell (T&B)
      Sanctum Spell (T&B)
      Subdual Substitution (T&B)
      Spells:
      Brain Spider (DotF)
      Chain of Eyes (DotF)
      Lesser Telepathic Bond (DotF)
      Recitation (DotF)
      Magic Items:
      Acolyte:
      Potion of Tongues
      Disciple:
      Phylactery of Faithfulness
      Deacon:
      Wand of Fox's Cunning
      Priest:
      Cloak of Charisma +4
    • Delleb:
      Prestige Class:
      Mystic Theurge (DMG) - NOTE: the PC must ALSO be a disciple-level Cleric of the Co7F AND a member of the College of High Magic to take levels in this Prestige Class.
      Feats:
      Cooperative Spell (T&B)
      Extra Spell (T&B)
      Spells:
      Brain Spider (DotF)
      Chain of Eyes (DotF)
      Lesser Telepathic Bond (DotF)
      Recitation (DotF)
      Magic Items:
      Acolyte:
      Incense of Meditation
      Disciple:
      Helm of Comprehending Languages and Reading Magic
      Deacon:
      Medallion of Thoughts
      Priest:
      Ioun Stone (scarlet and blue)
    • Fortubo:
      Prestige Class:
      None
      Feats:
      Giant's Toughness (MotW)
      Spells:
      Bear's Heart (DotF)
      Flame of Faith (DotF)
      Recitation (DotF)
      Sweet Water (DotF)
      Magic Items:
      Acolyte:
      Boots of the Winterlands
      Disciple:
      Adamantite Breastplate
      Deacon:
      Ring of Force Shield
      Priest:
      Belt of Dwarvenkind
    • Joramy:
      Prestige Class:
      None
      Feats:
      Pyro (S&S)
      Spell Specialization (T&B)
      Widen Spell (T&B)
      Spells:
      Body of the Sun (MotW)
      Divine Flame (T&B)
      Energy Immunity (Fire only) (T&B)
      Fire Eyes (MotW)
      Flame of Faith (T&B)
      Magic Items:
      Acolyte:
      Necklace of Fireballs (Type 1)
      Disciple:
      Flaming weapon enhancement
      Deacon:
      Necklace of Fireballs (Type III)
      Priest:
      Flaming Burst weapon enhancement
    • Kord:
      Prestige Class:
      None
      Feats:
      Fists of Iron (S&F)
      Spells:
      Bear's Heart (DotF)
      Curse of the Brute (DotF)
      Unfailing Endurance (DotF)
      Weapon of the Deity (DotF)
      Magic Items:
      Acolyte:
      Potion of Heroism
      Disciple:
      Wand of Bull's Strength
      Deacon:
      Ring of the Ram
      Priest:
      Belt of Giant Strength +4
    • Norebo:
      Prestige Class:
      Fatespinner (T&B)
      Feat:
      Charlatan (S&S)
      Spells:
      Blessed Aim (DotF)
      Chain of Eyes (DotF)
      Divine Agility (DotF)
      Divine Sacrifice (DotF)
      Lesser Telepathic Bond (DotF)
      Magic Items:
      Acolyte:
      Ring of Mind Shielding
      Disciple:
      Rod of Metal & Mineral Detection
      Deacon:
      Cape of the Mountebank
      Priest:
      Stone of Good Luck
    • Phaulkon:
      Prestige Class:
      None
      Feat:
      None
      Spells:
      Beast Claws (DotF)
      Beastmask (DotF)
      Blessed Aim (DotF)
      Divine Agility (DotF)
      Harrier (DotF)
      Magic Items:
      Acolyte:
      Potion of Fly
      Disciple:
      Distance weapon enhancement
      Deacon:
      Wings of Flying
      Priest:
      Speed weapon enhancement

History and Background

The Church of the Divine Seven is the most notable Yeoman religious institution. It is also fairly unique, as such ecumenical organizations are seldom found in other lands, and is a testament to the Yeoman democratic spirit. The seven gods, however, fulfill quite different roles in the lives of the populace, and as stated before even devotees of the Sevenfold Church also freely worship the three common Oeridian gods in their turn and incorporate them into their lives. Some of the seven gods of the Church also have sects that operate independently of the Church – in other words, the god is worshipped in the Church but there are independent orders and churches dedicated to that deity specifically.

Almost every Church of the Divine Seven has an associated branch of the Sisters of Joramy, a kind of ladies' auxiliary where women gather to pray, do charity work, and interact. The Church of Joramy, if you count the Sisters of Joramy, is the single most influential faith, at least in number of members, in the Yeomanry. No other nation in the Flanaess worships this goddess in a major fashion, but in the Yeomanry nearly every woman reveres her to some degree. The resulting temperament of Yeoman women is something remarked upon by many of their neighboring countries.

The clergy and leadership of Joramy are also frequently called upon to settle religious disputes between the other sects of the Church of Seven Faiths, as the more Lawful and Chaotic elements frequently find cause to disagree on Church policy. The faithful imagine Joramy herself serving the same role among the gods, and she is sometimes referred to as the "Mediatrix." There is also a movement to declare Joramy the chief of the seven gods of the Church; this movement is considered heretical by the Church but enjoys the support of popular sentiment. Believers in this movement refer to Joramy as the "Divine Lady." She is most often referred to as "the Mother." Referring to her as "the Shrew," as folk from other lands often do, is generally considered grounds for a tongue-lashing at the very least.

The worship of Kord is much favored in a land where a large percentage of people serve as infantry at some point. The spear, usually a part of Kord's symbol but eschewed as a favored weapon by his clergy in other lands, is the single most favored weapon among Kordite clergy and is treated as the god's signature weapon in the Yeomanry. Brawling and wrestling are common pastimes in the Yeomanry and the champion of a given village is often awarded a red belt reminiscent of Kord's to symbolize their might.

Phaulkon's church is the next most popular among Yeoman warriors. This god is depicted with more of an elven cast to his features in the Yeomanry, and is frequently referred to as "The Fair." There is a famous Phaulkonite order of flying clergy; these are greatly respected by the common folk.

Norebo, the "God of Gambles," is an extremely popular god across the Flanaess, and the Yeomanry is an important seat of power to that church. His gambling halls are illegal in many districts, but not all, and are seen as a great financial asset to the districts in which they reside (such as Longspear). Yeomen have a strong affinity for the concept of luck, and generally such concepts as "destiny" are not well regarded.

The church of Fortubo is seen as the opposite number of that of Norebo; a popular religious medallion features Norebo's visage on one side and Fortubo's on the other; it is flipped, spun, or otherwise superstitiously consulted to determine whether the Lawful or Chaotic course is the correct one in a given situation. Fortubo is often referred to as "the Stern" in Yeoman parlance. It is his name that is invoked the most in prayers for protection and the defense of the Yeomanry; all are keenly aware that the ring of mountains surrounding the land is the best practical line of defense against the giantish marauders which always seek to invade the lowlands.

The worship of Delleb, "The Scholar," is rare outside the League and is found primarily in Nyrond and Ahlissa; therefore the church of Delleb here operates completely independently from other Dellebians. The Dellebian faith has very few holdings outside the framework of the Church of Seven Faiths. The members of the Academy of Lore (i.e. the Dustdigger's College) have more than their share of worshippers of Delleb.

The church of Allitur "the Judge" is the most active in Yeoman government. Nearly every government building has a small shrine to Allitur in it, used both by officials and people coming to seek government assistance. Petitioners leave a stick of incense burning in the sand-filled receptacle before the shrine, symbolizing the (hopefully brief) time until their petition is heard. In addition, the worship of Allitur is popular among Yeoman families as a "father figure" and protector of domestic order. In an odd twist, the few sailors and fishermen of the Yeomanry revere Allitur as a water god, perhaps appropriate for the largely calm lakes and rivers of the land.

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