Saturday, November 1, 2025

Miracles and Blessings of the Resplendent Emperor

      While many of the miracles and blessings are held in common by the common clergy and members of the holy orders, there are subtle differences between what they do and do not have access to. Additionally, there are differences between what they can do with those blessings and miracles as compared to the general definitions given for the generic professions. Below are screenshots of the spreadsheets I created regarding such differences.
 



 
     As can be seen in the spreadsheets, the gold cells indicate blessings and miracles which vary from their base version. There are also powers which are drawn from other professions, namely the gravedigger profession in the Dragonburn Profession Collection. The descriptions and rationale for differences in the powers are shown below, as well as any pre-requisites for new powers not listed in the following table. (EDIT: Yes, I'm being lazy and didn't want to wrestle with Affinity Photo in revising the table below.)
 
 
Parchment copyright 2025 Avalon Classic, used w/permission.

Common Clergy - Clerics

  • Inspire Zeal: This special version extends to social interactions and attempts to persuade others.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Restoration: This is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Resurrection: Like Restoration, this is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Grave Echoes (DPC53): As the gravedigger's heroic ability. Requires Divine Revelation.
  • Eternal Rest (DPC53): As the gravedigger's heroic ability. Requires Divine Power.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.
 

Common Clergy - Priests

  • Blessings of the Hunt & the Forest
  • Blessings of Justice & Law
  • Blessings of Life & Healing
  • Blessings of Light & the Sun
  • Blessings of the Night & the Moon
  • Blessings of Civilization & Knowledge
 

Templars (General)

    Templars are knights and fighters who have sworn to protect the faithful and the Church. As such, they are not paladins as defined in D&D or the Dragonbane profession in the Dragonburn Profession Collection. Any clerics and priests among the ranks of the Templars are from the common clergy or one of the other holy orders as necessary.

Hospitalers (General)

    Knights and fighters who take the oaths of the Hospitalers do not receive miraculous powers or blessings.

©2025 Critical-Hit!, used with permission.
Hospitalers - Clerics

  • Inspire Zeal: This special version extends to social interactions and attempts to persuade others.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Restoration: This is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Resurrection: Like Restoration, this is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

Hospitalers - Priests

  • Blessings of the Hunt & the Forest: In this version of the blessing, the Hospitaler receives a Boon in seeking herbs and fungi to ease the pain of an afflicted or injured person.

Pathfinders - Clerics

  • Inspire Zeal: This special version extends to social interactions and attempts to persuade others.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

Intercessors – Clerics

  • Inspire Zeal: This special version extends to social interactions and attempts to persuade others.
  • Restoration: This is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Resurrection: Like Restoration, this is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

©2025 Bag, used w/permission


Sages - Clerics

  • Restoration: This is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Resurrection: Like Restoration, this is a very rare miracle not readily imparted to clerics in the Church. This miracle is usually only imparted if it is “dramatically appropriate” to the game's plotline.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

Watchers - Clerics

  • Balance of Nature, Cure Wounds, Healing Spirit, Healing Spirit, Purify Poison/Disease: The version imparted to Watchers allows them to use energy from these miracles to damage the undead and demons.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Grave Echoes (DPC53): As the gravedigger's heroic ability. Requires Divine Revelation.
  • Eternal Rest (DPC53): As the gravedigger's heroic ability. Requires Divine Power.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

©2025 Bag, used w/permission
Harvesters - Clerics

  • Balance of Nature, Cure Wounds, Healing Spirit, Healing Spirit, Purify Poison/Disease: The version imparted to Harvesters allows them to use energy from these miracles to damage the undead and demons.
  • Blessed are the Makers: The Harvesters have their own version of this miracle used to make blessed funerary items, including coffins.
  • Runes: The cleric inscribes angelic script upon the surface of the weapon to impart this miracle.
  • Warrior-King's Aspect: This miracle extends to social interactions as well as combat.
  • Grave Echoes (DPC53): As the gravedigger's heroic ability. Requires Divine Revelation.
  • Eternal Rest (DPC53): As the gravedigger's heroic ability. Requires Divine Power.
  • Gravedigger's Will (DPC53): As the gravedigger's heroic ability, but applies to both demons and undead. Requires Divine Miracle.

Harvesters - Priests

  • Blessings of the Hunt & the Forest: In this version of the blessing, the Harvester receives a Boon in seeking herbs and fungi to ease the pain or passing of an afflicted or injured person.
  • Blessings of Justice & Law: The Harvester version of this blessing only imparts the 3 extra armor and divine light.
  • Blessings of Life & Healing: This version of the blessing allows the Harvester to ease the pain and/or passing of an injured or afflicted person.

     Of course, with Rule Zero in effect, this article may be revised in the future.

Friday, October 31, 2025

Clergy and Hierarchy of the Church of the Seven Saints

     It's no secret by now that the Church of the Seven Saints is an allegorical version of the Christian church in general. This isn't meant to be a historically accurate portrayal. There is no Reformation, Counter-Reformation, or other denominational division to set groups of believers apart from one another.
 
     The Church of the Seven Saints is primarily based on the theology of the Lutheran church  with some Roman Catholic window dressing in its hierarchy. This article covers the clerical professions of the Church, including monks and nuns, as well as the Holy Orders. It should be noted that within the Church, clerics are more itinerant, traveling through the countryside and tending one or more rural congregations and ministering to those they meet on their way. Priests are more common in cities, but may occasionally be found in rural settings. Priests within the Church are rarely adventurers, but will join an adventuring company if the need is dire. The blessings and miracles of the Church's clerical professions will be covered in a following article.
 

Cleric
© Rick Hershey/Fat Goblin Games

Key Attribute: Willpower
 
Skills: Awareness, Healing, Languages, Miracles, Myths & Legends, Performance, Persuasion, Spot Hidden, Hammers, Slings, Staves.

New Skill - Miracles (WIL) - Clerics use this secondary skill to channel the divine power of their patron deity to work miracles.

Gear: A player may roll for gear on either profession's table or may tailor a unique inventory with GM guidance.
 
Nicknames: If the player so chooses, they may roll on either cleric profession's table or devise a nickname for their character on their own. 
 
Heroic Abilities: Divine Miracle, Blessed, or an alternate ability (see below).
 

Priest

Key Attribute: Willpower
© Dean Spencer
 
Skills: Awareness, Healing, Languages, Miracles, Myths & Legends, Performance, Persuasion, Spot Hidden, Hammers, Slings, Staves.

New Skill - Prayer (CHA) - Priests use this secondary skill to petition the Resplendent Emperor for blessings.

Gear: A player may roll for gear on the priest profession's table or may tailor a unique inventory with GM guidance.
 
Nicknames: If the player so chooses, they may roll on the priest profession's table or devise a nickname for their character on their own. 
 
Heroic Abilities: Divine Link or an alternate ability (see below).

© Dean Spencer
Monks and Nuns

     With regard to the Church and the Resplendent Emperor, monks and nuns are either holy hermits - a voice in the wild as it were - or contemplative members of a convent or abbey. James Wyatt's description of monks in his own Petroyeska setting is pretty much how they are defined in this setting for Dragonbane.
     Monks... are religious ascetics devoted to the cultivation of physical, mental, and spiritual harmony. These devout individuals live alone in the wilderness practicing their disciplines and contemplating the mysteries of body and soul, and as a result have certain powers which function very differently from either the miraculous abilities of priests or the forbidden arts of sorcerors. These abilities are certainly God-given, to be sure, but they derive from the monk's rigorous discipline and fervent devotion.
 
      Monks must adhere to rigid standards of ascetic behavior, including vows of celibacy and chastity, poverty, regular fasting, and faithful service to God. Because of their extreme devotion, they occupy a position of power within the Church: bishops are chosen from among the ranks of the monks (not from the priests).
       Under the Dragonbane rules, monks and nuns living in the wilds are defined as monks in the Dragonbane Profession Collection (p.67); those monks and nuns living as part of an abbey or convent may take on heroic abilities from the alternate abilities list for clerics and priests below. It should be noted that clerics and priests may also be part of a convent or abbey's population.
 

Alternate Abilities For Clergy

    It should be noted that not all clerics or priests are able to manifest miracles. This isn't necessarily through any fault of their own. In some cases, the character just doesn't have the gift; that aspect of their faith may manifest later on or not at all. At the same time, if the character has the ability, they may not have it forever.
 
     A cleric or priest who is found wanting (for example, abusing their abilities) or who otherwise loses faith in the Resplendent Emperor may lose their ability to petition for blessings or manifest miracles. The only way they can regain that ability is by repenting and/or reaffirming their faith. Such reaffirmation may require the troubled character to undertake a quest to show their devotion to the Resplendent Emperor and the teachings of the Theologikos.

     The player and GM should discuss whether or not the character is able to manifest miracles or blessings and if not, why not. If the character is unable to manifest miracles for whatever reason, consider giving them an alternate heroic ability, provided they meet the prerequisite(s). Some suggestions for clergy who lack magical gifts include:
  • Camaraderie (DPC)
  • Composure (DPC)
  • Determined (AHA)
  • Expert (TGP)
  • Fearless (DB)
  • Focused (DB)
  • Healing Power (Healer - NP)
  • Insight (DB)
  • Iron Body (DPC)
  • Intuition (DB)
  • Knead to Know (DPC)
  • Leader (TGP)
  • Master Baker (DPC)
  • Musician (DB)
  • Nature's Resilience (DPC)
  • Pharmacology (Apothecary - DPC)
  • Planner (AHA)
  • Polyglot (TGP)
  • Rousing Speech (DPC)
  • Herbal Specialist (Shepherd - DPC)*
  • Herbalist (Healer - DPC)*
  • Master Herbalist (Herbalist - DPC)*
  • Voice of Authority (CCO)
* - These can each be taken once in the following progression: Herbal Specialist - Herbalist - Master Herbalist.

Sources: AHA - A Handful of Heroic Abilities; CCO - Celtic Character Options; DPC - Dragonburn Profession Collection; TGP - The Gilded Port; NP - New Professions.
 

The Hierarchy of the Church

     Historically, the Christian church on Earth has been primarily patriarchal and conservative, to put things mildly. On Terrenor, the Church of the Seven Saints is much more open-minded and egalitarian. This bit of lore is another tidbit I neglected to include in the previous articles. Here are the details sans any flowery exposition, based on Joel A. Hahn's angelic orders article for second edition Advanced Dungeons & Dragons:
  • Priests and clerics may be of either gender.
  • Priests and clerics may marry and have children, but many choose not to. The life of itinerant clergy can be too dangerous to expose a spouse and children to.
  • Clergy may not hold titles of nobility. This is to maintain a separation of church and state, as well as to maintain clear lines of heredity for property and lands. 
  • Clergy are generally tolerant of mages, as well as priests and followers of faiths other than the Church of the Seven Saints, if those faiths are on the side of light and goodness. They are generally less tolerant of faiths that take a more neutral bent, but not militant about it.
  • Some clergy actively proselytize, given the chance. Others are more passive, answering questions from those interested rather than openly attempting to bring new members into the fold. 
  • Most clergy believe in the concept of a "just war*," a war which is fought honorably and for the safety of the people. If a war is considered just, they will be willing to join the fight, but if it is not, they will most likely try to work against it or even work for the other side if possible.
* - I won't bore you with the philosophical details; overall, a war is justified if the damage an aggressor inflicts upon a nation (or community of nations) is lasting, grave, and certain; if all other means of preventing the war have failed; if there are serious prospects of success; and if the use of aggression will not produce evils and disorders worse than those inflicted by the original aggressor.
     To keep the hierarchy simple and avoid confusion between the terms used in both the AD&D and BECMI D&D cleric class levels, I have created a shortened and simplified hierarchy and titles of address.
  • Acolyte (Brother or Sister) - Acolytes are the lowest level of priesthood in the Church. These individuals help ordained priests in leading worship and tending to the needs of the faithful when they aren't busy learning the ropes of the priesthood.
  • Adept (Brother or Sister) - After four or five years of study, an acolyte may be elevated to the level of adept. Adepts may oversee small groups of acolytes in a cathedral or larger church. They are rarely found in more rural congregations.
  • Priest (Father or Mother) - An ordained priest or cleric of the Church, leading a flock in a community or group of communities.
  • Patriarch/Matriarch (His or Her Eminence) - Patriarchs and Matriarchs oversee geographic regions with high concentrations of the faithful. These areas vary in size and historical significance.
  • Grand Patriarch/Grand Matriarch (His or Her Holiness) - The Grand Patriarch or Grand Matriarch is the highest officiant within the Church of the Seven Saints. Most clergy believe this individual to be the Resplendent Emperor's ordained representative and spokesperson in the mortal world, whose statements and rulings are the end-all and be-all on theology and morality.
 
Copyright 2025 Frank Turfler, Jr, used w/permission
     Within a monastery or convent, the hierarchy is slightly different.
  • Oblate - Oblates are laypeople of a monastic order who aren't monks or nuns, but are individually affiliated in prayer with the monastery.
  • Candidate / Postulant - These are individuals seeking admission into a monastery, both before their actual admission and for some time before their actual admission as novices.
  • Novice - Novices are prospective monks or nuns undergoing a period of training. This is a period of introspection wherein the novice determines whether or not they are called to the religious life.
  • Lay Brother / Sister - These nuns and monks handle matters of the secular world - manual labor, usually - which garners money for the monastery or convent's support. This includes working on farms, in gardens,  the infirmary, kitchens, and hospice.
  • Monk / Nun - A monastic member of the clergy who is a religious ascetic.
  • Heiromonk / Heironun - A monk or nun who is an ordained priest in the Church.
  • Sub-prior (m) / Sub-prioress (f) - A monastic superior who is third ranked in the monastery's upper hierarchy. A nun of this rank is referred to as a "sub-prioress."
  • Prior (m) / Prioress (f) - The second ranked individual in a monastery or abbey's upper echelons. The feminine term is "prioress."
  • Abbot / Abbess - The head of a monastery or abbey.
  • Mother Superior - Another term for a nun in charge of an abbey or convent.
  • Hegumen (m) / Hegumenia (f) - A monk or nun who is the head of all monasteries and/or convents in a certain region.
  • Archimandrite (m) / Archimandrate (f) - A superior appointed by a bishop or archbishop to supervise a number of hegumenos of a larger region. 
      Within such religious communities, almost everyone has a job.
  • Almoner - The almoner is in charge of distributing alms to the poor.
  • Archivist - The archivist preserves the most important documents and records, including community records, for the convent or monastery.
  • Cantor - Cantors supervise choir music.
  • Cellarer - The cellarer is a quartermaster of sorts, providing the daily supplies needed for their brothers' and sisters' daily life. This includes the food and drink supplies.
  • Chamberlain - The chamberlain is in charge of providing clothing for the monks and nuns of the monastery or convent. The chamberlain also manages the monastery or convent's household accounts and finances.
  • Circuitor/Obedientiary - The monk or nun in charge of discipline.
  • Guest-master - The guest-master takes care of guests of the monastery or convent.
  • Infirmerer/Infirmarian - Infirmerers take care of the ill in both the abbey and, if necessary, nearby community.
  • Kitchener - Kitcheners head up the kitchen staff, being in charge of food preparation.
  • Librarian - The monk or nun in charge of the books of the convent or monastery.
  • Novice-master/Novice Director - The senior nun or monk who supervises the novices.
  • Refectorian - Adjacent to the kitchener and cellarer, the refectorian manages the dining hall and its contents.
  • Sacrist - Second only to the sub-prior, the sacrist is in charge of anything and everything holy, including relics and books. Sacrists also care for the church's maintenance, as well as duties such as ringing the bells and washing chalices.
  • Treasurer - The monk or nun who is in charge of the monastery or convent's jewels, ornaments, and vestments.

 The Holy Orders

     The Church also has seven holy orders which serve the populace in a variety of capacities ranging from defense of hospitals and places of worship to transcribing the wisdom of the Theologikos to the common tongue. Each order has its own oaths and tenets related to its purpose, which its members take very seriously. There is little to no rivalry among these orders as each knows they are all important to maintaining and growing the community of the Church and protecting it from the darkness that would crush it.

Ordo Templarii (The Templars)

     The Knights Templar of the Resplendent Emperor - commonly known as the Ordo Templarii, the Knights Templar, or the Templars - are considered one part of the Church Militant, the military arm of the Church of the Seven Saints. The order was founded to protect the various holy sites and the pilgrims who traveled to them. Nobles, knights, and fighters who wish to serve the Church may join the Templars. All who join take an oath to stand and defend the Church and the helpless as well as uphold and defend the Church's financial infrastructure.

Game Notes:
A Templar may take one or more of the following as professional skills at character generation: bartering, bushcraft, crafting, fishing and hunting, languages, and/or persuasion.
 

Ordo Hospitalarii (The Hospitalers)

     A sibling order to the Templars, the Hospitalers are devoted to protecting the infirmaries and hospitals run by the Church, as well as protecting, healing, and uplifting the sick and destitute. Unlike their brothers and sisters in the Templars, Hospitalers are not only knights, warriors, and nobles who seek to serve and protect the Church and their fellows in the faith. A good portion of the order consists of healers, apothecaries, and even chirurgeons.
 
Game Notes: Because of the order’s close association with the Templars, at character generation, a non-clergy member of the Hospitalers may take one or more of the following as professional skills: bartering, bushcraft, crafting, fishing and hunting, healing, languages, and/or persuasion.
 

Ordo Consilium (The Pathfinders)

     The Ordo Consilium, commonly called the Pathfinders, fulfill a number of duties ranging from couriers and heralds to advisors to rulers and town judges. Pathfinders readily act as judges and arbitrators in communities and noble courts, hearing testimony and considering evidence as neutral third parties. As couriers, they safeguard and transport vital documents between Church holdings, as well as communities.
 
Game Notes: Because of their legal, advisory, and courier duties, Pathfinders may take one or more of the following as professional skills: bushcraft, evade, hunting & fishing, riding, sneaking, and/or swimming.
 

Ordo Adiutorus (The Intercessors)

     The Intercessors are itinerant priests, clerics, and even monks who help all they come across on their travels. When evil things happen, an Intercessor prays for divine intervention in some form; if help does not soon appear, they are charged with personally intervening. Swearing mercy to all, Intercessors must give quarter, regardless if it is asked for or not. They also serve as advisors to benevolent rulers.
 
Game Notes: Members of the Ordo Adiutorus may take one or more of the following as professional skills: bushcraft, hunting & fishing, riding, and/or swimming.
 

Ordo Mortalitas (The Harvesters)

     The black-robed clergy of the Ordo Mortalitas are responsible for insuring the dead are properly laid to rest and for reminding all that death is the ultimate equalizer. Death comes for all, king and commoner. The undead are anathema to the Harvesters and they sometimes work with the Ordo Vigilans to restore the balance. The Harvesters always attend funerals and burials, often accompanied by their brothers and sisters of the Ordo Sagax; when an individual is close to death, the Harvesters are often called, sometimes to ease their suffering and help them on their way. Because of this, the Harvesters are seen as omens of approaching death.
 
Game Notes: The Ordo Mortalitas sometimes use the scythe as a symbolic weapon of their order, but only when dealing with the undead or necromancers. As such, they may take swords as a weapon skill.
 

Ordo Sagax (The Sages)

     Priests and clerics of the Ordo Sagax are known as the foremost scholars and sages of the Church. They are always looking to increase their knowledge, whether it is through books and scrolls, first-hand experience, or visions. As part of their order, they must donate one book per year to the Church's Grand Library. As such, they must constantly be on the lookout for new acquisitions, even if such tomes are filled with forbidden knowledge. Such items are to be secured in the Church's Arca Anathema to prevent such knowledge from harming or otherwise corrupting the innocent. Additionally, members of the Ordo Sagax are often present at funerals and burials alongside their brothers and sisters in the Ordo Mortalitas.
 
Game Notes: Sages may take bartering and/or crafting as one of their professional skills at character generation.
 

Ordo Vigilans (The Watchers)

     The Watchers stand vigil against the forces of evil - especially demons and the undead. Their ranks are comprised of priests, clerics, and even itinerant warrior-monks. They are granted some control over bringing light into the world. They are able fighters against such unholy foes and act as exorcists as well as investigate claims of heresy and cult activity. It is not uncommon for them to work alongside with their brothers and sisters in the Ordo Mortalitas when the undead are an active threat.
 
Game Notes: Because they are often traveling and sometimes working in dangerous environs, members of the Ordo Vigilans may take one or more of the following as professional skills: bushcraft, evade, hunting & fishing, riding, sneaking, and/or swimming.

     My thanks to Kuseru Satsujin over at Strolen's Citadel for writing this article, as well as James Wyatt and Joel A. Hahn, whose own homebrew material also informed this post.

Artwork for the holy order sigils copyright 2025 DoomedWorlds and Avalon Classic, used with permission.

Tuesday, October 21, 2025

In Imago Dei: The Church and Other Mortal Kin

      This a bit of lore which was left out of the first post on the theology of Terrenor. I'm re-publishing it at this time as part of my consolidation and cleaning up of the lore on the Church of the Seven Saints.
 

Non-Human Kin

     The Church is at a crossroads with regard to non-human kin. Demihumans - halflings, dwarves, and half-elves, specifically - are accepted for the most part into the ranks of the clergy because of their physical similarity. Half-elves raised by humans will occasionally enter the clergy or join a holy order. Halflings, depending on their home community or family's interactions with humans, may join as well.
 
     Dwarves and elves, because of their societal insularity, rarely join the clergy, with elves being the rarer of the two kin. This doesn't necessarily mean they don't believe in the Resplendent Emperor or openly reject the Church, simply that they do not readily join the clergy. More often than not, dwarves and elves will make alliances with the Church's militant arms to fight the forces of evil and protect their communities from plague and pestilence.
 
     It is rare to find a half-orc in the clergy and almost impossible to find Nightkin openly serving in the Church at all. This is because of what is known as the "Mark of Desadro" - the stigma of being Nightkin and Desadro's betrayal of Solanthius. More often than not, half-orcs might find their way into the militant arms as fighters on the line rather than knights sworn under the oath of either the Templars or Hospitalers (more info on those and the other holy orders to come). Goblins, hobgoblins, ogres and other Nightkin may be believers, but they aren't accepted into the clergy or Church Militant because of this prejudice. Catfolk, mallards, and wolfkin are equally rare in the clergy, but more for their dissimilarity in appearance. A member of these kinfolk must show exceptional valor and honor to be able to take the oaths of the Church Militant as a knight rather than a scout or warrior on the line.
 
     Within the Church, debate rages in some quarters over the nature of the demihumans as well as other non-human kin. Some clergy are vociferously opposed to them, seeing non-human kin as anathema, while others are selective in their prejudices. On the opposite end of the spectrum, those who are truly wise and learned know that all mortal kin are children of the Resplendent Emperor and that clergy - like all children of the Resplendent Emperor - are fallible. 
 

The Fate of the Fae - and More

     The fae are a special tragedy all their own when it comes to Terrenor's theology. Fae - such as hulder and vættir and other kin (satyrs, centaurs, etc.) - are not allowed to become clergy and none have ever served within the Church Militant as anything more than temporary allies. When Asmodeus ignited the flames of rebellion, the fae were called upon to join with the Sabaoth in fighting the mutineers. Instead, Auberon, Titania, and Mab held back, citing that the fae would remain neutral. As such, the fae were cast down and cut off from the Resplendent Emperor's power, along with Asmodeus and the Fallen.
 
     When the fae found themselves exiled to the mortal world, they set about creating their own hidden kingdom where time and space do not follow the same flow as the reality of Terrenor. Mab, chafing at the rule of Auberon and Titania, and nursing a smoldering emnity toward Titania and Auberon for her own failed romance with Auberon, took half of the fae into her own dark exile, creating the Unseelie Court. So it was that the Seelie and Unseelie courts began their own meddlesome exile in the world of mortalkind.
 
     But, there is more - much more. The fae were not the only beings created by the Resplendent Emperor to reject His call to arms against the Fallen. Many unknowable and inscrutable beings also declared their neutrality and were sent into exile elsewhere in the cosmos. These creatures - known as the "elder" or "outer" gods - live outside the bounds of Terrenor. Some seek to corrupt creation and mortalkind, other simply wish to be left alone. These children of the void openly deny the power of the Resplendent Emperor despite being created (and exiled) by Him.
 
     Void magi, a secretive and forbidden sect of mages, believe in the existence and power of these creatures. Some delude themselves into thinking they can overcome such darkness by using its power against it. Others hunger for and revel in the power these beings grant - regardless of the price they pay for it.

Monday, October 20, 2025

Just A Tiny Bit Of Housekeeping

      So, in the process of working out the clergy and holy orders of the Church of the Seven Saints, as well as the blessings and miracles available to said clergy, things sort of spiralled out of control and I noticed the new posts weren't matching up with the previous posts. The list of miracles for the generic cleric profession stands, as does the priest class as it is written in the Dragonburn Profession Collection. At any rate, once the wrinkles have been ironed out, I'll post the revised lore for the Church. 

Sunday, September 28, 2025

House Rules, Part Three: Combat, Currency, and Equipment

      I've endeavored to keep house rules for combat and gear to a minimum. The sole rule addition to combat is drawn from Pendragon, a now-distant cousin to Dragonbane/Drakar Och Demoner. As for additional gear, I intend to keep a tight rein on any additions to prevent any kind of arms race from developing in this game.



Falling Unconscious and Getting Knocked Down (Pendragon)

           © 2015 Dean Spencer, used w/permission.          

     If a character's Hit Points drop to 1/4 or less than 1/4 their total, they must make a WIL check to rally (per the rules on p.50 of the rulebook) but without the Bane associated with Death Rolls. Another character as close as 10 meters away (and within earshot) can try to use persuasion to help you rally.
 
     A character who takes damage equal to or greater than the higher of their STR or AGL must make an AGL check or risk being knocked down. Prone characters are, of course, subject to the rule of prone targets on p. 45 of the rulebook. (Note: This is adapted from Pendragon.) 
 
 

Publisher's Choice Quality Stock Art © Rick Hershey/Fat Goblin Games
Currency in Terrenor

     Humans in Terrenor adhere to the monetary system as presented in the Dragonbane core rules (which is also the monetary system of the Republic of the Harav). Dwarves and elves, however, have their own unique currencies which may or may not be valued by neighboring cultures. Dwarves typically do not use gold and silver as coinage, substituting steel and iron respectively as these are seen as the lifeblood of their existence. The only precious metal dwarves use as coinage is copper. Among themselves, elves substitute shaped, polished, and engraved pieces of amber and tree bark for silver and copper, respectively. They do mint their own gold coins, however. Other kin (halflings, catfolk, et.al) trade in almost any coinage available.

     Typically, Veraxians value Haravian coins at half the Veraxian value (this is mainly due to their prejudice, not the weight of the coins or the purity of their metal). Likewise, Veraxians do not value dwarven steel and iron or elven wood or amber pieces – they arrogantly consider such currency worthless. Precious metal coins (gold, silver, copper) used by demihumans are valued at half their value as well. In the Borderlands and the Republic of the Harav, no distinction is made between Haravian and Varaxian gold coins, so one gold piece is one gold piece, per the rulebook.
 
                           CP/Fl       SP/Ir/Am       GP/St                           CP     SP      VC     HG
CP/Fl                      1                10             1/100                 VC     200     20       1         2
SP/Ir/Am               10                 1              1/10                  HG     100     10      .5         1
GP/St                  100               10                1
  • 1 copper piece (CP) = 1 elven floren (Fl)
  • 1 silver piece (SP) = 1 dwarven iron piece (Ir) = 1 elven amber (Am)
  • 1 gold piece (GP) = 1 dwarven steel piece (St)
  • 1 Veraxian Crown (VC) = 2 Haravian Guilders (HG)
 

Additional Gear, Weapons and Armor (Multiple Sources)

     Just about any number of third party resources have new pieces of adventuring gear featured in an article or as part of a new setting. These should be run by the GM for approval before being included in a character's inventory. Additional rules for and types of weapons and armor can be found in the supplements Expanded Rules for Armor and Expanded Rules for Weapons. Items and rules in these books will be considered as necessary by the GM and are not available to starting characters without GM permission.
 

Black Powder Weapons (Multiple Sources)

     Ah, now we come to the sticky wicket of many a fantasy campaign. One which has afflicted gamemasters with endless nightmare scenarios and migraines. Historical settings such as A Mighty Fortress for AD&D 2e, as well as grimdark fantasy games, like Warhammer Fantasy Roleplay, feature black powder weapons in all their destructive and powergaming glory. Dragonbane is no exception, but there are some nuances to how black powder and black powder weapons feature in Terrenor.
 

           © 2015 Dean Spencer, used w/permission.          

     Dwarves are the inventors of black powder and black powder gunnes (as they are referred to in the setting). Despite being widely embraced as a mining tool by many dwarven lords, its use in ranged weapons is a subject of debate. Both the Holy Veraxian Empire and the Republic of the Harav have been scheming to acquire the secrets of this technology for themselves but have met with little success.
 
     Elves show utter disdain - if not outright contempt - for the dwarven invention. Meanwhile, their dark cousins view black powder as an interesting plaything with which to sow some chaos, but nothing more. Likewise, both fae and demi-fae see black powder as vulgar and inelegant.
 
     Halflings view black powder and gunnes with a mixture of awe, fear, and disgust. Individual halflings and humans alike have tried to acquire and otherwise reverse-engineer these secrets with mixed results. Nightkin are drawn to the power black powder seemingly grants on the battlefield, while simultaneously fearful of the damage it can readily cause to both body and spirit.
 
     Exposition aside, black powder and related weapons will be tightly reined-in. Starting characters may not possess black powder or black powder weapons. If a player creates a replacement character who possesses such things, the concept must be approved by the GM. The GM will not be held responsible for a character's loss of limb or life due to misuse or mishap related to black powder weapons.
 
    Thus far there have only been three sources of material on black powder weapons and related equipment. These are:
     These probably won't be the end-all or be-all of such rules for Dragonbane. The additional lore and gun stats are being kept out of the public eye in order to further rein in any potential chaos devious players might try to wreak.
 
     My next post will be the third interlude regarding the Church of the Seven Saints, specifically the cleric/priest profession and the powers granted to them by the Resplendent Emperor.
 
EDIT: My next post (after my housekeeping note) will be the beginning of the revised and consolidated lore regarding the Church of the Seven Saints, the clergy, and the powers granted to them by the Resplendent Emperor. 
      

House Rules, Part Two - Magic and Spellcasting

     The house rules I intend to use for Dragonbane's magic rules aren't a rewrite, but instead a number of extrapolations of lore and rules, as well as augmentations from various third party publications.
 

Third Party Supplements

     Third party publishers have stepped up with regard to bolstering the magic system for Dragonbane. New schools, spells, and even a freeform magic system have been released. Until Free League's Book of Magic is released in April of next year, we will be relying on a number of these supplements as well as possibly converting from other sources, such as various BRP games and even D&D and Pathfinder. I confess I will be a bit stingy so as to avoid causing serious issues in the game that would require a retcon. Below is a list of supplements I have on hand; if something gets missed, I will add it when I can. In no particular order, here are the PDFs I have:

 

Customized Magic Effects

      Every mage has their own style or flair in how their magic appears in the world. An elven mage may have a raptor theme to his or her spell effects while a dwarven artificer may have a hammer and anvil theme for some spells, for example. I encourage players to develop such things for their spellcasting characters and a good source for ideas on this is the article "The Color of Magic" by Dan Joyce in Dragon #200. Players in my campaign will have access to a copy of the article online.
 

Truly Desperate Measures

     “Power from the Body” on p.58 of the Dragonbane rulebook allows spellcasters to burn Hit Points to fuel spells when they're low or out of Willpower Points. However, the rules as written don't underscore how serious this can be. The following additions better define the consequences of using life force to fuel a spell.
  • Rolling a Demon when using life force to fuel a spell results in the character rolling on the mishap table with a Bane.
  • Rolling a Dragon when using life force to fuel a spell allows the hero to reclaim the unspent Willpower Points as Hit Points.
  • Damage incurred by burning Hit Points to fuel a spell takes twice as long to heal and cannot be healed magically. The exception to this is the rule above regarding rolling a Dragon.
  • If the spellcaster hits zero (0) Hit Points, they get to make one Death Roll with a Bane. Failure indicates the mage dies in a very dramatic and permanent fashion with no hope of resurrection.

Armor and Magic (Alternate Rules For Dragonbane)

     Magi may use metal weapons and armor, but there is an added WP cost per the rules on page 3 of Alternate Rules For Dragonbane
 

  © 2015 Dean Spencer, used with permission, All rights reserved.     

More Notes on Magic and Metal

     Below are a few notes I've developed to further explain why mages have issues casting spells while using metal.
  • Iron is a vulnerability of the fae and the iron in steel is what gives magi trouble in casting spells.
  • Metal fragments from broken blades, arrowheads, crossbow bolts, etc., will cause a spellcaster great pain due  to any iron in the metal. The cost of casting a spell is raised by 1 WP for each such wound until the metal is removed. Once the metal is removed, the flow of magical essence returns to normal. The mage's spellcasting is then only hindered by their injuries.
  • Shackles and chains increase the cost of spellcasting 3 WP per power level.
  • Bronze and brass do not impede spellcasting as they do not use iron.
  • Orichalcum is a very rare, magical element found deep in the earth. Dwarves are known to trade it (grudgingly) to magi and elves. The magical potential of pure orichalcum is very difficult, if not impossible, to unlock. Artificers commonly use the element with other metals to create magical weapons and items. When a mage enchants an item made with an orichalcum alloy, they receive a Boon on the spellcasting roll.
  • Mythræl, an alloy of orichalcum and other metals, is sometimes used to make lighter, more durable weapons. Its creation is a closely guarded dwarven (and elven) secret. Each race claims the other stole it from them.
  • Because the power they wield is divine in nature, not arcane, some (but not all) clerics and priests can use metal items, weapons, and armor without issue. (Note: This ability may or may not be granted based on the character's patron deity.)

 

Iron, Silver, and the Fae

     The following lore is drawn from the Dolmenwood setting by Necrotic Gnome. If you're looking for a good alternate setting for your OSR game, or even for Dragonbane, I really don't think you can go wrong with Dolmenwood. To further illustrate my estimation of the setting, check out RedMageGM's intro and lore video on Youtube.
  • Demi-fae are those fae, such as hulder and vættir, who retain their ancestors' susceptibility to cold iron, but have lived long enough in the mortal world to build a resistance to the effects of silver.
  • Silver, while not outright harmful to fae, is repulsive to them. The mere touch of the metal causes them to suffer a bout of queasiness and even nausea. Some faeries are even sensitive enough to smell silver on a person's body. 
  • Both fae and demi-fae are susceptible to cold iron (see below).

           © 2025 The Forge Studios; used under license.          


Armor, Weapons, and Magic (Multiple Sources)

     Magi may use metal armor and weapons, but there is an added WP cost when it comes to spellcasting, per the rules on p.3 of Alternate Rules of Dragonbane. Bronze weapons and armor can be used by magi with no problem other than the difficulty they add to making the requisite gestures and movements for spellcasting.
 
     Silver weapons and armor, as well as bronze/silver and mythræl armor can also be used by magi, but inflict their own special WP costs, per the rules on p.8 of Wares of Wonder. Rules for weapons and armor made of other non-metal materials can be found in the supplements Expanded Rules for Armor and Expanded Rules for Weapons.
  • Cold Iron: These do the same amount of damage as their steel counterparts to non-fae opponents. Against fae and demi-fae, they do an additional +1 of damage. Because iron alone is more brittle than steel, cold iron weapons have a durability of 2 less than their steel counterparts. Cold iron weapons are forged in fires fueled by ancient yew wood and cooled in water infused with mandrake root. Forging iron weapons and armor requires 4 WP due to the added delicacy of the metal. Cold iron items cost double the price of their steel counterparts and incur a delay of 1D6 additional shifts.
  • Silver: Silver weapons and armor incur a manufacturing delay of 1D6 additional shifts. Like cold iron, silver inflicts an added +1 of damage to fae, but demi-fae are unaffected. Silver-covered weapons and armor are much easier to manufacture, incurring a delay of 1D3 additional shifts and a price hike of three times the ordinary cost. It should be noted that because silver is a heavy and soft metal, silver weapons have a durability of 1 less than an ordinary weapon.
  • Black Silver: Called such because of the swirls of black iron and silver throughout their damaging surfaces, these weapons are made of a special dwarven (or elven) amalgam of silver and cold iron. They can only be made by a blacksmith of either kin and will usually cost five to ten times the weapon's regular cost, depending on who is doing the work. The delay incurred is usually 3D6 additional shifts. Black silver weapons have the same durability and cause the same amount of damage as their steel counterparts. However, they readily damage lycanthropes (e.g. werewolves), and cause an added +1 damage to fae and demi-fae alike. (Note: This is an idea - called silver-iron weapons - I drew from the D&D article "Magic For Beginners" by Gregory W. Detwiler in Dragon #149.)


     In my next post, we'll be looking at a couple of house rules for combat and notes on equipment options.

Monday, September 22, 2025

House Rules, Interlude II - The Theology of Terrenor

      Every faith has its traditions and stories, and the Church of the Seven Saints is no different. In my previous post, I presented the faith as expressed in the framework provided by As The Gods Demand, but that in itself is simply framing things in game mechanics. The Church in my campaign is allegorical in nature, a nod to C.S. Lewis' Chronicles of Narnia and J.R.R. Tolkien's Lord of the Rings. My apologies to any theologists, armchair or otherwise, out there. Things are not going to be perfect. Despite having a degree in theology, I'm still human, so things may be rewritten over time. For the record, Terrenor is just a bastardization of "terre noire" (black earth), and yes, I will be using bad Greek, bad Latin, and probably some other bad translations in this and future posts
 
     Before diving into the lore, I'm going to provide a short lexicon of terms you'll be running across in this post.
Adversary, The - See "Asmodeus."

Asmodeus - A fallen angel, former seneschal of the Host. Asmodeus led a failed rebellion against the Resplendent Emperor out of hubris, seeking to rule in place of the Resplendent Emperor.

Church of the Seven Saints - The hierarchical organization of the faith developed over the centuries by believers. Commonly known simply as "the Church," it has splintered in recent times into Reformist and Orthodox branches, both of which are vociferously (and sometimes violently) opposed to one another in matters of dogma and theology (this will be touched on in a future post).

Elder Law, The - The Elder Law, written during the Theïkíóra, dictates that the right exists for one to kill a traitor. This, however, is superceded by the Primordial Law. 

Flame Imperishable, The - The Flame Imperishable is the personhood of the Resplendent Emperor, who actively guides mortal believers to become closer to Him.

Godtime, The - See "Theïkíóra."

Host, The - See "Sabaoth."

Hratha, The - The name given to the fallen angels individually or as a group. It is also used as a derogatory term for Nightkin.

Primordial Law, The - The Primordial Law, written during the Theïkíóra, states that when an innocent and willing individual volunteers to stand in the place of a traitor, death itself is reversed.

Resplendent Emperor, The - Creator of the universe, initiator, and source.

Sabaoth, The - The holy servitors of the Resplendent Emperor. Also referred to as "the Host" or angels, the Sabaoth act as mediators between the Resplendent Emperor and the faithful, as well as defenders of the faithful. These beings take a variety of forms, some familiar, others alien, all awe-inspiring when seen by mortal kin.

Seven, The - See "The Seven Saints."

Seven Saints, The - The Seven Saints of the Church are the original disciples of Solanthius. One of the Seven, an orc named Desadro, betrayed Solanthius to a Knight of Veraxus, leading Solanthius to sacrifice Himself for the sins of Desadro, thus fulfilling the New Covenant written during the Theïkíóra.

Silver Dragon, The - See "Solanthius."

Solanthius - Son of the Resplendent Emperor, the silver dragon Solanthius is the Theologikos made flesh. Solanthius came to Terrenor to teach of the salvation offered through the Primordial Law and saved mortal kin from eternal damnation by sacrificing Himself.

Theïkíóra, The - Also referred to as the "Godtime," this era of history is of undefined length. Traditionally, it is recounted as the creation of Terrenor and the universe in seven "days," though time to the Resplendent Emperor is inconsequential.

Theologikos - Roughly translated, the "Word of God"; these are the holy scriptures of the Church of the Seven Saints.

Trinity, The - The Godhead of Terrenor, consisting of the Resplendent Emperor, Solanthius, and the Flame Imperishable. All three members are unified in essence and purpose, yet they remain separate persons and carry out specific functions within the divine Trinity.

Wyrm, The - See "Asmodeus."

A (Very) Short Creation Story

     In the beginning - the age known as the Theïkíóra, the Godtime - there was the Resplendent Emperor and the Sabaoth. In the beginning was also the Theologikos; the Theologikos was with the Resplendent Emperor, and the Theologikos was the Resplendent Emperor. The Sabaoth acted as guardians of mortalkind and intermediaries between mortals and the Resplendent Emperor. The Sabaoth - the Host - were of one mind with the Resplendent Emperor, maintaining order in the universe - at least until Asmodeus began plotting his ascendance.
 
     Desiring to become equal to, if not higher than, the Resplendent Emperor, Asmodeus swayed a third of the entire Host to his side. In the aftermath, Asmodeus and his most ardent followers swore to undermine and destroy the Resplendent Emperor's creation. Meanwhile, the remainder of the hratha dedicated their fading power to aid and nurture mortalkind or otherwise maintain some form of balance. Some do so in the misguided hope of earning redemption for their sin; others merely do so to soothe their wounded egos and possibly avenge themselves upon Asmodeus and their evil peers.

     To counter the spreading corruption, the Resplendent Emperor sent His son, the silver dragon Solanthius, the Theologikos incarnate, to guide mortalkind back to the path of righteousness through the New Covenant. Solanthius gathered around Himself seven disciples. He taught His disciples the wisdom of the Resplendent Emperor, and they, in turn, taught mortalkind of the New Covenant that was to be fulfilled by Solanthius.

     Among the seven disciples was one of the Nightkin, an orc named Desadro. Nursing a dark wound in his heart, Desadro secretly mourned the oppression of his people and the other Nightkin. He longed for the day when his people would be seen as equals to the other mortal kin, but he knew it would not be within his lifetime. Knowing of this flaw, Asmodeus tempted Desadro.

     At the time, the humans of the Pax Veraxus ruled over a wide swath of the civilized world. The Veraxians, having attained a significant amount of arcane knowledge, scoffed at the Silver Dragon's teachings and sought to undermine Him. In their hubris, the Veraxians ruthlessly oppressed the various mortal kin under their rule. The Nightkin were perhaps oppressed the worst of all, not just by the Veraxians, but also by other kin independent of the Pax Veraxus.
 

Fulfilling the Primordial Law 

     Asmodeus tempted Desadro to aid the Veraxians in capturing Solanthius in exchange for the freedom of all Nightkin. At first Desadro resisted, but soon, Asmodeus began fomenting dissent and rebellion amongst the Nightkin and other oppressed peoples, and they made ready to rise up against the Veraxians. Fearing his people would be destroyed, Desadro led a Knight of Veraxus and his squire to the forest where Solanthius and His disciples rested.
 
© 2015 Dean Spencer, used with permission.
     One of the Seven rose up against the Knight, sword in hand. He struck the knight's squire, a man named Tymon, cutting off his ear. Solanthius warned his disciples against perpetuating the violence sparked by the Adversary. The Silver Dragon then blew a small flame upon His hand and touched it to Tymon's wound, healing and restoring it. At this, the Knight of Veraxus swore an oath by the Wyrm, and Asmodeus stepped from the shadows with the hratha at his heels.

     The Wyrm tried to debate Solanthius about the need for a blood sacrifice to counter the sin of betrayal committed by Desadro. Aggrieved, Desadro cried out for mercy, which Solanthius granted by offering Himself in His disciple's place. Asmodeus at first refused, but Solanthius countered the fallen angel's argument, citing the New Covenant, which was written before the creation of Terrenor in the Theïkíóra.

     One of the hratha pierced the heart of Solanthius with its black spear and the Silver Dragon let out a roar more terrible than the thunder as he died. Witnessing this, the Knight of Veraxus fled in terror, and Tymon cast down his sword and shield and knelt in reverence. Darkness fell upon the land and remained so until six hours had passed. All of creation wept at the Silver Dragon's death, and the seven saints went into hiding to mourn. Only the Wyrm and the hratha remained, gloating and reveling in their dark deed.

     Later, the Sabaoth and all the saints - all but Desadro - drove the Wyrm and the hratha from the forest and stood guard against any who would trespass. Desadro, grieved with his own sin, wandered far into the forest and fell upon his sword. So it was that Tymon stood in the place of the fallen saint because of his belief. Within the glen, the body of Solanthius remained until three days hence, when the trumpet was sounded, and He strode forth from the forest, alive once more.

The Theology of Terrenor and the Nature of Magic

     The theology of my setting is that of Christianity - the Godhead consists of three separate beings, all of one essence, yet each carrying out individual functions within the Trinity. The Resplendent Emperor is the creator of the universe, the initiator, and the source, while Solanthius, the Silver Dragon, is the word of the Resplendent Emperor (the Theologikos) made flesh. Meanwhile, the Flame Imperishable (a direct nod to Gandalf's rebuke of the balrog in Tolkien's "The Fellowship of the Ring") is the personhood of the Resplendent Emperor, who actively guides mortal believers to become closer to Him.
 
     That leads us to a touchy question where Christianity and fantasy are concerned: what is the nature of magic in this setting? Quasar Knight wrote on the subject in his blog, positing three options on how to handle this subject. In Terrenor, magic is a divine gift, but arcane magic as used by magi is rougher than divine magic. In C.S. Lewis' "Voyage of the Dawn Treader," wizardly magic is described as such by Coriakin, a star in the form of a human wizard.
    Lucy followed the great Lion out into the passage and at once she saw coming towards them an old man, barefoot, dressed in a red robe. His white hair was crowned with a chaplet of oakleaves, his beard fell to his girdle, and he supported himself with a curiously carved staff.

    When he saw Aslan he bowed low and said, “Welcome, Sir, to the least of your houses.”

    “Do you grow weary, Coriakin, of ruling such foolish subjects as I have given you here?”

    “No,” said the Magician, “they are very stupid but there is no real harm in them. I begin to grow rather fond of the creatures. Sometimes, perhaps, I am a little impatient, waiting for the day when they can be governed by wisdom instead of this rough magic.”

    “All in good time, Coriakin,” said Aslan.
    In Terrenor, magic is imparted to the Sabaoth, saints, and the most virtuous of clergy, allowing the Resplendent Emperor (as well as Solanthius and the Flame Imperishable) to commune with the faithful. The full truth of the Resplendent Emperor's wisdom is too great for mortal minds to comprehend, so He instills an infintesimally small fraction of His essence into His servants to carry to mortalkind.
 
     Powerful beings, such as dragons and fae, can bestow spells and similar abilities on mortal kin, but, like all other mortal children of the Resplendent Emperor, they are not infallible. They may provide such magics to a mortal out of arrogance and capriciousness or short-sightedness. This can lead to a variety of situations and outcomes - some comedic, others tragic.
 
    Some of the fallen angels are venerated as gods and saints by mortal kin. There are indeed pantheons held as holy by groups of various kin. Sadly, they have only a bare fraction of the power of the Resplendent Emperor. None of them can create or truly resurrect the dead; in fact, because they have been cut off from the Resplendent Emperor, their own power is fading.

     Some of the fallen angels use their remaining power to heal, teach, and guide mortal kin, though some of the staunchest of the neutral beings demand a steep price in the name of balance (at least as they see it). Such prices are paid in sacrificial offerings. While this slows the decline of the venerated being, it is merely postponing the inevitable.
 
     Of course, the Adversary and his followers are not above using their fading power to project the illusion of creation or to animate the remains of the dead to deceive desperate mortals. They have also been known to bestow small bits of their power to willing (or unwitting) servants to give "proof" of a false prophet's "divine favor."
 

Conclusion

     Theology can be a really sticky, complex subject to deal with, especially when you're trying to build a convincing world for your players to adventure in.  I have tried to keep things as simple as possible and avoid wrapping so much up in mechanics. In my next post, I'm going to cover some subtle additions and extrapolations of the magic rules and lore presented in the Dragonbane rulebook and third party material.