The War Triad
Posted: Thu Mar 07, 2019 8:47 pm
The War Triad
The Three Sides of the Same Coin
Spheres of Influence: War, Valor, Conquest, Bloodlust
Symbol: Varies
Good: A blue crest
Neutral: A gray crest.
Evil: A red crest.
PLAYER INFORMATION:
Requirements for Worship:
Any PC can be of any class or alignment, so long as some part of that character is devoted to war or battle in some way.
Clerical Domains: Required: Destruction, Protection, Strength, War
Optional: All others not required or banned.
Banned: Animal, Evil, Good, Plant
Noted followers and faithful:
High Priest(ess) of the Tellar:
High Priest(ess) of the Morach:
High Priest(ess) of the Morana:
The Triad's Arsenal (Sacred Items)
Spear of Morach: This spear is the symbol of the average infantryman and represents the lethalty of warfare. These spears are typically wielded by Blackguards of the War Triad. The spear itself has a rod-iron head, and an ironwood haft and never dulls.
Tellar's Snare: This magical length of rope has the strength to bind in place the most massive of war machines. It represents disruption in warfare.
Morana's Everfull Bowl: A plain, long bowl with the symbol of the War Triad stamped in the bottom. Unlike the symbols of her co-deities, Morana's artifacts defend against an aspect of warfare, friction.
The Triad's Headquarters (Places of worship)
The War Table: The Sultanate of Dun-Ammon
The Church in War
The church was involved in all sides of the War of the Sun. Emphasis can be made for all sides, the rebels, the Kingdom, the Ammonites, even a few of the Dwarves were counted among their ranks. Out of the churches not called the Sun Church, the War Triad quite possibly lost more out of their ranks than any other church.
VIEWS ON OTHER CHURCHES
(Due to the War Triad's factionalization, the church does not have any universal allegiances.)
The Sun Church: The aims of the Light sometimes parallel our owns. But be wary their zealots, for they are as formidable as any rampaging dragon.
The Church of Branneggarr: Dwarves have an amazing capacity to wage war on their own, and we respect them for this, even if they don't necessarily respect us.
The Church of Justin: They do not embrace war, even if they unconsciously crave it. This hypocrisy makes them difficult to deal with.
The Church of the Helmsman: They drive the causes of war, whether they admit it or not. We suspect they know what they're doing.
The Church of Mysilvia: The Naturalists and our Order rarely cross paths. We doubt this trend will abate anytime soon.
The Church of the Death God: In war, people are killed. What happens after that passes into their domain, and we gladly allow them to take that responsibility.
The Church of the Quiet God: We have little in common, including enemies.
The Church of Cyparthia: A fly on the wall of history.
The Church of Ravenons: Melki's Chosen were more than worthy adversaries, it was an honor to kill them.
The Church of Tyrannos: The Dark Father's warriors are tenacious, and we sometimes find common ground with them. Sometimes.
The Church of Asoth Thal: We have no love of the Assassins, but understand the role they play.
The Church of Ruhn Alesi: They play games. We prosecute wars.
DEITY INFORMATION
Alignment: The Triad is Lawful Neutral in nature.
Morana: Lawful Good
Tellar: Lawful Neutral
Morach: Lawful Evil
Appearance: The War Triad has never manifested on the world.
Messengers: None have been seen...
Known Powers and Practices: TBA
Fellowships of the Death God:
None
The Three Sides of the Same Coin
Spheres of Influence: War, Valor, Conquest, Bloodlust
Symbol: Varies
Good: A blue crest
Neutral: A gray crest.
Evil: A red crest.
PLAYER INFORMATION:
Requirements for Worship:
Any PC can be of any class or alignment, so long as some part of that character is devoted to war or battle in some way.
Clerical Domains: Required: Destruction, Protection, Strength, War
Optional: All others not required or banned.
Banned: Animal, Evil, Good, Plant
Noted followers and faithful:
High Priest(ess) of the Tellar:
High Priest(ess) of the Morach:
High Priest(ess) of the Morana:
The Triad's Arsenal (Sacred Items)
Spear of Morach: This spear is the symbol of the average infantryman and represents the lethalty of warfare. These spears are typically wielded by Blackguards of the War Triad. The spear itself has a rod-iron head, and an ironwood haft and never dulls.
Tellar's Snare: This magical length of rope has the strength to bind in place the most massive of war machines. It represents disruption in warfare.
Morana's Everfull Bowl: A plain, long bowl with the symbol of the War Triad stamped in the bottom. Unlike the symbols of her co-deities, Morana's artifacts defend against an aspect of warfare, friction.
The Triad's Headquarters (Places of worship)
The War Table: The Sultanate of Dun-Ammon
The Church in War
The church was involved in all sides of the War of the Sun. Emphasis can be made for all sides, the rebels, the Kingdom, the Ammonites, even a few of the Dwarves were counted among their ranks. Out of the churches not called the Sun Church, the War Triad quite possibly lost more out of their ranks than any other church.
VIEWS ON OTHER CHURCHES
(Due to the War Triad's factionalization, the church does not have any universal allegiances.)
The Sun Church: The aims of the Light sometimes parallel our owns. But be wary their zealots, for they are as formidable as any rampaging dragon.
The Church of Branneggarr: Dwarves have an amazing capacity to wage war on their own, and we respect them for this, even if they don't necessarily respect us.
The Church of Justin: They do not embrace war, even if they unconsciously crave it. This hypocrisy makes them difficult to deal with.
The Church of the Helmsman: They drive the causes of war, whether they admit it or not. We suspect they know what they're doing.
The Church of Mysilvia: The Naturalists and our Order rarely cross paths. We doubt this trend will abate anytime soon.
The Church of the Death God: In war, people are killed. What happens after that passes into their domain, and we gladly allow them to take that responsibility.
The Church of the Quiet God: We have little in common, including enemies.
The Church of Cyparthia: A fly on the wall of history.
The Church of Ravenons: Melki's Chosen were more than worthy adversaries, it was an honor to kill them.
The Church of Tyrannos: The Dark Father's warriors are tenacious, and we sometimes find common ground with them. Sometimes.
The Church of Asoth Thal: We have no love of the Assassins, but understand the role they play.
The Church of Ruhn Alesi: They play games. We prosecute wars.
DEITY INFORMATION
Alignment: The Triad is Lawful Neutral in nature.
Morana: Lawful Good
Tellar: Lawful Neutral
Morach: Lawful Evil
Appearance: The War Triad has never manifested on the world.
Messengers: None have been seen...
Known Powers and Practices: TBA
Fellowships of the Death God:
None
"A Battlemaster at peace is a Battlemaster at waste." -Verossa, Justicar of Tellar
Since becoming the War Triad, the original three deities have undergone significant and fundamental changes. Morana now oversees the Crusaders of the Three. In them, She instills ideals of valor, ethics, and righteousness that guides Her chosen in war. Tellar has left behind his own sordid past to oversee the Justicars of the Three: those dedicated to law, governance, all things disinterested from the paradigms of good and evil. Through Him, the other two find the necessary balance between the righteous Crusaders and the depraved Ravagers, so the overall Order does not tear itself apart in civil war. Morach watches over the Ravagers, instilling in them the passion for war regardless of the causes. They live for the fight, and have no qualms about the sides they chose.
The War Triad originally rose to prominence in Dun-Ammon, but over time has spread outward into a more accepted religious organization. Some Elves and Dwarves have become followers of the War Triad in defense of their homelands, adapting and evolving some of the nascent practices the War Triad teaches. These small groups have influenced the rest of the overall church, especially in regards to the Crusaders and Justicars, while the Ammonites tend to gravitate towards the Ravagers. Today, the more noble aspects of the church are just as strong as the original core that created the War Triad, effectively creating a balance within the church that exists in no other organization.
This is not to say that Paladins and Blackguards see eye-to-eye on much of anything at all. They don't. In fact, even most Paladins don't agree with other Paladins; the same is true for Blackguards. Interpretations of what it means to venerate war have led to conflicts within the church, and members of the church fighting against one-another on the fields of battle. Many Battlemasters fought on all sides of the Glorwing Civil War. The church has deemed that all who fell during this conflict to be honored dead, having fulfilled their teachings. This stance has not sat well with nations, especially the Kingdom and many of the good-aligned churches, but this has not lost them respect.
The Battlemasters see themselves as agents of change through conflict. This is the only universal stance all can agree upon. That sentence and what it means is up to interpretation -- a Crusader may require a just cause as well as a firm goal to go to war; a Justicar generally requires a broken contract and a means to enforce it; a Ravager might decide for himself if it's time to change things up. The War Triad accepts the full gambit of selfless to selfish reasons. When one fights without reason or intelligence, the church enforces its own sanctions which are unusually harsh even compared to other organizations (good or evil).
Last, the church tends to move on from places that have settled into entropy. The Battlemasters see places that resist change as requiring merely time to erode the notions that allow the status quo. Once the people start to break down that entropy themselves do the Battlemasters return and help things along.