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Yeomanry

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Followers of the Old Faith

Download Cert Version 1.1 (Year 4 Update)

Members List

While the Church of Seven Faiths is the primary form of organized religion in most of the Yeomanry, there is a distinct clan of humans living within the Yeoman's Little Hills that do not follow them. They do not consider themselves part of the official Yeoman structure, although they do tolerate the Yeoman government so long as it does not interfere in their affairs. They are a fierce and proud race full of tradition, culture, and history.

Druids, bards, and rangers hold a position of particular respect in the Hillman community. They are seen as the wisest members of the community, and associates look upon them with respect and admiration. Being people of respect, they also have the ability to tap into the magicks of the Old Faith, which gives them access to spells and abilities that other folk do not have.

Prerequisites

  • To qualify as an official Follower of the Old Faith, the PC must be a Hillman whose home region is the Yeomanry. Switching regions from the Yeomanry results in expulsion from the group and all the benefits that come with it.

  • A Follower's highest class must be Bard, Druid, or Ranger. In addition, Rangers must be able to cast at least first-level spells.

  • The PC must follow the Old Faith, although he or she may choose to focus on a specific Flan god.

Requirements

  • Followers of the Old Faith may NEVER join the Church of Seven Faiths or any organizations associated with them. The Co7F considers them to be animist and uncivilized.

  • Followers of the Old Faith are expected to tend to the needs of the Hillfolk. Bards of the Old Faith spend 4 TU per year traveling between the clans and carrying news and stories. Rangers of the Old Faith spend 4 TU per year hunting in the Little Hill's, protecting the clans from predators and marauding humanoids. Druids of the Old Faith spend 10 TU per year assisting farmers with their crops, performing rituals, and tending to their flock.

Benefits

  • Followers of the Old Faith are honored by all Hillmen clans and may enjoy an "Adventurer's Standard" lifestyle in regional adventures involving Hillmen at no cost. It is assumed that the Hillmen provide his daily food and shelter. Check the "none" box for the TU spent and write "Old Faith" in the notes section of the Adventure Cert.

  • The honor extended to Followers of the Old Faith also protects them from attack by Hillmen that recognize the PC as such.

  • Followers of the the Old Faith gain a +2 circumstance bonus to Diplomacy and Gather Information checks when dealing with Hillfolk and other Followers of the Old Faith in the Yeomanry.

  • All Followers of the Old Faith have access to the following Prestige Class, provided they meet all of the requirements: King/Queen of the Wild (MotW).

  • Bards of the Old Faith
    Spells:
    Ambient Song (S&S)
    Fine-Tuning (S&S)
    Focusing Chant (S&S)
    Healthful Slumber (S&S)
    Joyful Noise (S&S)
    Wail of Doom (S&S)
    Feats:
    Disguise Spell (S&S)
    Extra Music (S&S)
    Green Ear (S&S)
    Obscure Lore (S&S)
    Rangers of the Old Faith
    Spells:
    Animal Trick (MotW)
    Bloodhound (MotW)
    Briar Web (MotW)
    Camouflage (MotW)
    Detect Favored Enemy (MotW)
    Embrace the Wild (MotW)
    Forestfold (MotW)
    Hawkeye (MotW)
    Feats:
    Extra Favored Enemy (MotW)
    Favored Critical (MotW)
    Shadow (MotW)
    Druids of the Old Faith
    Spells:
    Animal Trick (MotW)
    Bear's Heart (DotF)
    Beast Claws (DotF)
    Beast Mask (DotF)
    Brambles (DotF)
    Briar Web (MotW)
    Camouflage (MotW)
    Chain of Eyes (DotF)
    Daze Animal (MotW)
    Druid Grove (MotW)
    Embrace the Wild (MotW)
    Energy Immunity (T&B)
    Forestfold (MotW)
    Green Blockade (MotW)
    Invulnerability to Elements (MotW)
    Lookingglass (MotW)
    Mass Resist Elements (T&B)
    Might of the Oak (MotW)
    Nature's Avatar (MotW)
    Protection from all Elements (MotW)
    Regenerate Circle (MotW)
    Regenerate Critical Wounds (MotW)
    Regenerate Light Wounds (MotW)
    Regenerate Moderate Wounds (MotW)
    Regenerate Ring (MotW)
    Regenerate Serious Wounds (MotW)
    Speed of the Wind (MotW)
    Spikes (DotF)
    Sweet Water (DotF)
    Thunderswarm (MotW)
    True Reincarnate (MotW)
    Weather Eye (DotF)
    Wood Wose (MotW)
    Feats:
    Plant Control (MotW)
    Plant Defiance (MotW)
    Sanctum Spell (T&B)

    Background and Description

    Law and Justice

    Druids and bards serve as repositories for all law and traditions among the Hillmen, with druids serving as advisors to the chiefs or king (and sometimes as judges) and bards serving to recite the law for interpretation in specific situations.

    A charge against an individual is actually levied against his entire family for reparation. One family may bring charges against another family, or clan vs. clan, or even tribe vs. tribe. Thus kin / clan / tribe try to prevent members from breaking laws / traditions, as the whole pays for the crimes of the individual. Of note, an individual in a land without agreements with his tribe / clan is virtually without legal protection. Only bards, druids, and adepts can travel free of fear in this sense.

    Most cases are taken before a king / chieftain for resolution. The leader looks to druids and bards for an understanding of established laws, but ultimately has the right to make whatever decision he / she wants. Family and friends from both sides provide testimony under oath while being observed by the druids, with each individual's oath carrying a certain weight based on that persons honor. The druids are very skilled at calculating an individual's exact honor (generally measured in cattle or some other resource important to the clan). Complex laws even exist in most tribes detailing inheritance and marital rights, so that the exact value any person brings to a relationship or has a right to can be calculated exactly.

    Most punishment comes in the form of fines, based on livestock rather than gold (as the former is more important to Hillmen than the latter). Individuals are afforded a worth in terms of livestock, such that the death of an individual might result in giving 6 milk cows to the family of the victim (this value is directly related to the persons honor). Laws and traditions set by the clan or tribe determine the value of an individual; these codes and carried in memory by both bards and druids, who can calculate the exact worth of an individual's loss. Severe punishment (for treason or blasphemy) often involves cutting an individual off from family and religious ritual, effectively making the punished person clan-less. The term for such individuals translates roughly to "headless." The person has no family to protect against other clans or accusations and no background to prove they have any honor or worth. Such a punishment is generally considered worse than death.

    Religion

    Flan Roots

    In general, those that strictly follow the Old Faith worship as described in other works (the LGG). Druids lead all major religious activities, invoking various old Flan gods as the situation dictates. As such, the common Hillman is familiar with Allitur, Beory, Berei, Joramy, Nerull, Obad-Hai, Pelor, Rao, and Zodal, as the bards have many tales of the old gods and their exploits. However, these Hillmen lack any concept of "clerics" following any single god.

    Of the powers, Allitur, Beory, Joramy, Obad-Hai, and Pelor are the most "popular," with many songs written about these powers and their struggles to support the Hillmen. Interestingly, most of these tales portray the gods as very much like the Hillmen, living in clans, following ancient traditions, and dealing with the same problems as the Hillmen (such as raids from other clans). Berei is known in some communities, but generally is either considered an aspect of Beory or is a servant to that power. The tales of Nerull are very similar to those found throughout the Flanaess, although the Hillmen do see Nerull as a necessary aspect of the cycle of life and death. Of all the Flan gods, Rao and Zodal are the most far-removed from Hillmen culture. The Hillmen generally respect Rao's ability to communicate, but the pacifist aspects of both powers are foreign to the Hillmen, who believe in rule by the strong.

    New Traditions

    Most Hillmen communities today show some degree of influence from non-Flan traditions. Those communities that have joined with the Yeomanry show the most influence, but even remote clans might know a tale of Phaulkon or Delleb.

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