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Also known as the Magefather, Fermus is a greater god of the
Ozir "family".
Symbol: Pentacle inscribed in a decagon.
Colors: Black, gold and silver.
Sacred Animals: The hare and the lion.
Sacred Items: Wand, chalice.
Order(s) of Knighthood: None.
Dogma: Magic is vital to civilization. It should not be
misused. The ability to learn magic, rather than use it
instinctively, is the hallmark of a souled creature. All who
have magery should be encouraged to fulfill their gift.
Scriptures: "The Book of Fermus" (Divinely inspired) --
a short, simple volume that outlines the doctrines and duties
of the church and its members. "The Rulings" (Mortal
commentary) -- a thick body of precedents in deciding what
constitutes misuse of magic and what doesn't.
Holy Days: High Sun, Low Sun, The Feast of the Hare (Floweretide
20), The Feast of Hindoui (Leaffall 7), Shieldmeet.
Holy Places: Very High Mana zones, places where
legendary works of magic were performed (such as the
Wheelstones of Imre's Wall in the Sylvan Confederation).
Sanctuary Design: A black marble cylinder, its height and
diameter equal, sitting on a circular platform of black marble
measuring a foot (32 cm) high and twice the diameter of the temple
proper. The roof is a stained-glass window, often an abstract
design, but just as often representative of some event in the
tales of the god. A simple cube of black marble forms a
central altar.
Levels of Investiture: As per Characters.
Spells:
Bless
Detect Divine Power (as Detect Magic, for clerical magic)
Detect Magic
Ward
Scry Guard
Magic Resistance
Character Requirements: There are no additional
advantages, disadvantages or quirks a cleric of Fermus is
required to take.
Special Abilities of Clerics: Fermus's clerics have a
simple magical sense not unlike that provided by Magery,
requiring a roll against IQ + Power Investure. They
can also detect spells as they are being cast, on a roll
against IQ + Power Investiture. Their levels of Power Investiture
also act as an equal number of levels of Magical Resistance when
hostile magic is cast on or at them. And like mages, they can use
powerstones.
Special Duties of Clerics:
Fermus's clerics serve two special functions in their
communities. One, they seek to identify children who are born
with the magegift, and encourage their parents to apprentice
them to mages. Two, they are alert for the misuse of magic
and are charged with tracking down and punishing those who
offend, whether they are worshippers of Fermus or not.
However, they are forbidden to assault clerics of other gods.
Notes:
The Fermian dogma that magic use is the hallmark of a souled
creature is not to be applied to individuals; rather, it means
that if a race has members who can learn to use magic, then
all members of that race have "true" souls. Obviously
sentient races who have no ability to learn magic are
considered to have "lesser" souls, but are not (usually)
stigmatized for this reason.
"Misuse of magic", in the eyes of Fermus and his clerics, is
anything that employs magic to exploit or unnecessarily harm
others, with the exception of self-defense and use of magic in
war. Also, the use of magic to damage the ecosphere of Narth
is misuse. However, in many cases a "greater good"
consideration is employed -- if the caster was doing something
that would benefit many but inconvenience only one or a few,
it is not considered misuse. (Fermus is quite pragmatic in
this regard.) Also, the mage's intent is usually factored in.
A magical accident or "backfire" is rarely punished, unless the
mage was careless or negligent.
The definition of "others" for these purposes is usually
limited to those races Fermus' church considers "souled".
Animals are expressly exempted from this consideration, except
where environmental damage is being caused.
This may sound like a very precise set of restrictions, but in
day-to-day operation, a Fermian cleric has a great deal of
latitude. Only in the case of a serious miscall will Fermus
or one of his servitors overrule the cleric. However, many
centuries of precedents in such matters have been written
down for the guidance of the cleric, in the "Book of Rulings".
The punishment for misuse of magic ranges from a temporary
suspension of the user's magical ability, to a permanent loss
of magery, to death for very extreme cases.
Fermus exempts clerical magic from his sphere, as it is
powered by divine energy. By long-standing agreement with the
other gods, too, Fermus' clerics may not assault or punish the
actions of other gods' clerics, even when those clerics are
also mages.
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This web page is Copyright © 1996- 1999, by Robert M. Schroeck. Narth, Narth 2000 and Fermus are trademarks of Robert M. Schroeck. |
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