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gods:quinn

Quinn, Goddess of the Vigil

(This is the page for the deity and priesthood, for the adventurer side, please see Quinn, Goddess of the Vigil )

Quinn

Followers of Quinn seek to hone their skills and mind against the forces that seek to invade one's own home from realms beyond. They strive to keep watch against such foes, and to be ready to take up arms at a moment's notice.

“Loyalty, Discipline, Vigilance, and Compassion.” “Be wary of what lies around the corners of our own reality”

Having seen the increasing threats from extraplanar entities, followers of Quinn, known as Sentinels strive to take up training during peacetime. They take oaths, dedicated to maintaining the protection and sanctity of their home worlds. Sentinels also hone their strength in three specific ways which determine their path in the priesthood. When a new priest is anointed, they choose one of the three paths. Oath of the Hearth, Oath of the Stars, or Oath of the Records. Each oath determines which spell groups you have access to.

PRIEST SKILLS / SPECIALIZATIONS

  • Arcane Knowledge (Arcana)
  • Identify Magic (Arcana)
  • Instrumental Music (Acting)
  • Interrogation (Psychology)
  • Leadership (Psychology)
  • Military Protocol (Lore)
  • Tactics (Psychology)

History of the Priesthood

The priesthood of the Vigil was first conceived of after the events of the beast of the dark sun, which occurred in the Rhine region of Jaern. An eldritch beast was able to bypass the wards that had been placed during the time of the Veiled Empire, and returned in the present day. The beast was successfully killed and destroyed by adventurers, albeit pieces of it still remain on Jaern potentially causing a threat later. The beast was able to deal a significant amount of damage to the Rhine region, and was one of the leading factors towards the downfall of Centralia.

This event was followed up by the events of At’ena’s death, also known as ‘The One With A Thousand Eyes’. A being made at the end of time and slayed the goddess At’ena. It became such a threat, that it started devouring thousands of planes and worlds across the multiverse, causing all worlds but Jaern to become desolate and void. Only by the sacrifice of adventurers were they able to seal OWATE at the end of time, and restore much of the multiverse. Once again, this did prove that interplanar threats were capable of dealing significantly more damage than inner planar threats, and a response was becoming warranted.

The actual priesthood started to take form right around this time, to look forward in prevention of such events. It was small, spearheaded by the Goddess Quinn and selected allies from the world of Kirisu, totalling under 300. The priesthood was thrust into the forefront on Quinns home world, that of Greece, when an extraplanar being known as Verathragna attempted to overthrow the god of death there.

Moving back to Jaern, it became clear that an interplanar war was brewing, and had already begun in the realms of the Beneath. Beings known as infernals were invading Jaern and were at war with the beneath, seeking to incinerate all of Jaern. It was then that Quinn used her influence with the Jaernian gods to establish some of her own temples in defense of Jaern.

Current Temples

Athens, Greece

Credit to Ryn Christelle Geronimo

The temple in Athens, Greece is the first and original temple of the vigil. During the great purging of the Greek pantheon by Quinn and other younger Greek gods and the victory over the Persian god Verathragna, Quinn took over the Greek pantheon, many of the older gods leaving their stations at Quinn’s request while a few stayed. Quinn took over as the leader of the pantheon and established Athens to become the holy city and founding city of the priesthood of the Vigil. The first temple was built in the northern parts of the city which has become more popular due to the presences of the temple, built in the traditional style of Greek temple, outside is a large marble statue of Quinn herself as well as multiple training areas and in the back is the living quarters and armory for the priesthood where their strongest magic weapons are stored.

The temple of Athens when Quinn is not there is watched over by the two kitsune demigods Ryoko and Kayo. both of whom were originally inhabitants of the plane of Kisiru but who have taken to living in Greece quite well and serve as guides and leaders in Quinn’s stead when she is not around. The goddess Athena also has come to act in an advisory role after her return from exile among the multiverse, with a new profound knowledge and respect on the threats that can occur to their home.

Kyokoro, Kisiru

The city of Kyokoro in Kisiru was once home to many criminal organizations, however after the events that transpired on Kisiru and the slaying of the first Aragami, Tanavo, after his death the city was taken back by the Priesthood of the Vigil. Two kitsune demigods of Quinn, Yosuke and Chiasa, watch over the temple in Kisiru and act as the guides for the priests in Kisiru. The temple itself has become the main center of the city and many of the locals come to pray for protection and guidance in harsh times. A small retinue of the Sentinels can always be found roaming the city to make sure no criminal elements can ever resurge, many of the locals refer to sentinels as “sword saints”. The temple is built in the style of a Kisiruian temple, with the back wall being dedicated to a large elaborate mural that depicts the slaying of the Aragami at the hands of the Goddess of the Vigil.

In Kisiru, due to the alliances that Quinn made with the serpent pantheon, and how she was introduced to many of her priests afterwards. Quinn is worshiped as a winged lamia version of herself, instead of an angel, within the plane. Many of the local tsuchinoko (snake people, half snake people, etc) either follow the snake pantheon or Quinn. Though, they tend to be very rare and reclusive in their lifestyle, only having recently been revived as a people, by Ciara, Quinn, and the first Kirisu adventuring party.

(INSERT ART HERE WHEN FINISHED)

Centralia, Jaern

The Centralian branch of the Priesthood of the Vigil is located in the ‘Planar Ward’ of Centralia, following the Centralian Rebirth project. The high priest here is a godling named Asphodel, who was rescued from the old ruins of Centralia and Lady Gwen’s old estate. Asphodel is the son of Ra, the first aspect, and Rudri, both of whom are now deceased. With Centralia, both in past and present, being often cited as one of the most ‘interplanar active’ cities of the multiverse, it became a centralized location for one of the priesthood's largest temples. The temple itself is located just outside the central portal that leads to the Portal Farm, with Sentinels from the temple acting as the portal farm’s guards, post the Centralia rebirth project. The temple itself is efficient in its construction, acting as barracks, training grounds, and a worship center all in one. It's not over the top or elaborate, but contains a statue of Quinn within its central halls. With an eye for architecture, one might be able to identify that there is more than meets the eye about this temple. As it also functions as a bastion against any threats that might come through, it holds many magical secrets, wardings, and protections against all the threats that Sentinels from Oath of the Records can identify and bring back information on.

High Arantur Asphodel

Asphodel, son of the First Ra, Son of Rudri. Quite a strange pairing when you think about it, to be a ‘high priest’ of another god. Asphodel serves the role quite well though. As an orphan with both of his parents having died, he was left to wander the multiverse for many years. Both coming into contact with, and avoiding some of the more dangerous threats one could expect to face among the planes. His predisposition to balance between order and chaos has led him to excelling as an arbiter and judge for interplanar transgressions that take place on Jaern, while maintaining the power to back up his decision. Asphodel stands tall at 17 feet tall, a broken white skin with a divine radiant light burning from within him. He has 6 large angelic wings, the top 2 of which are white, the middle two are leathery, like a dragon, and the bottom 2 are black as night with speckles of light in them. All direct commands and judgements that Asphodel gives are considered to have the rank 12 Core ‘Divine Word’. Much of his further power lies hidden and protected.

Afterlife for Sentinels

Having been built with the assistance of Amaterasu from Kirisu, Quinn has developed an afterlife that she hopes most people find to their liking. The afterlife is designed to be a place to finally rest after a life filled with struggles and conflict. A set of three kingdoms among an infinite plane, built in such a way to allow anyone to live out a life of peace they could want. Each kingdom caters to different wants and desires, with each soul who enters being sent to the kingdom that suits their desires the best.

Spells

Priests of the Vigil gain access to all the core priest spells. As well, they learn the following groups, plus their additional Oath group.

  1. Speed (Zepherin)
  2. Shield/Defensive (T’or)
  3. Weapon/Offensive (T’or)
  4. Wisdom (Vormaxia)
  5. Leadership (Ra)

Oath Paths

There are three oaths available to new sentinels, depending on their desires and strengths. Each oath grants access to a unique spell group within the priesthood. Only one oath can be taken per character, though it may be changed under specific circumstances.

Oath of the Hearth

The Oath of the Hearth is an oath taken by Sentinels who wish to stay close to their homes. To establish temples within their cities or villages around the world. Oath of the Hearth sentinels know that one of the strongest lines of defense one can have, is the population of the plane being invaded. These sentinels seek to arm the common folk not just with weapons, but with knowledge. To ward off temptations to sign pacts with demons whom the commoners would be unfamiliar with. In exchange, the sentinel can dedicate much of their free time to helping the village or city prosper via their oath spell group. These sentinels typically are the ones who make and tend to the temples around the planes. To prepare places to rest and recover for the Stars and Records sentinels who may come to visit. However, they never neglect their duties and training, to be on watch and ready for any sign of an interplanar threat.

Oath of the Hearth Sentinels learn either Natural Harmonia (Osiris) OR Underwater (Neptune) spell group at base cost. This is not a choice, rather it is dependent on where the character lives and cannot be changed later.

The Oaths of the Hearth are as follows:

  1. “I will take up arms, be it by sword, by magic, or by wit, against the forces that seek to invade my realm. To act as a monitor against interplanar conquest and watch for those who would assault my home”
  2. “I pledge my loyalty to my god and my people. I will never accept gifts or favors from evil ones or those who revel with them. To stay true to my order, my comrades, and my duty.”
  3. “I will defend those who cannot defend themselves. To ensure their safety before my own”
  4. “I will act as an example for those in my charge. To be an example with my goodness, strength, and joy in the world, and to stand against those who seek to end it. To teach other how to be better people”

Oath of the Stars

The Oath of the Stars is an oath taken by those who wish to travel the worlds the multiverse has to offer. To take a proactive approach on seeking out potential threats and eliminating them, by diplomacy or by blade. Oath of the Stars Sentinels tend to hop between worlds fairly often. Seeking to learn local customs and their languages to better be ambassadors when the time is needed.

Oath of the Stars Sentinels learn Dimensions (Air) at base cost, and gain DU instead of EU for learning this group.

The Oaths of the Hearth are as follows

  1. “I will take up arms, be it by sword, by magic, or by wit, against the forces that seek to invade my realm. To act as a monitor against interplanar conquest and watch for those who would assault my home”
  2. “I pledge my loyalty to my god and my people. I will never accept gifts or favors from evil ones or those who revel with them. To stay true to my order, my comrades, and my duty.”
  3. “I will follow the winds of fate, from my home to the farthest reaches of the cosmos to seek out those who wish to invade other realms”
  4. “Like I will find my own path among the stars, I will assist and help others to do the same. To smite those who would seek to dominate and control others.”

Oath of the Records

Those who take the Oath of the Records serve as the knowledge basis for the priesthood. They specifically work with Tarusian archives and Vormaxian library temples as a way to establish relations and gain knowledge on extraplanar entities. This often comes as a mutually beneficial agreement, where the priest will travel and adventure, recording beings, places, and events they find of note. In exchange, the temples often offer housing and their own knowledge with the understanding it will be used as a ward against interplanar conflicts.

Oath of the Records Sentinels learn the Fosiantau (History) group from Tarus at base cost.

The Oaths of the Hearth are as follows

  1. “I will take up arms, be it by sword, by magic, or by wit, against the forces that seek to invade my realm. To act as a monitor against interplanar conquest and watch for those who would assault my home”
  2. “I pledge my loyalty to my god and my people. I will never accept gifts or favors from evil ones or those who revel with them. To stay true to my order, my comrades, and my duty.”
  3. “I will use my travels to learn about those who reside in faraway worlds. To be able to act, in trust, as a mentor and guide to those in times of peril.”
  4. “I will record my travels to the best of my ability, in a detailed and truthful way, while maintaining conscious thought that the information I gather may be dangerous, should it fall into the wrong hands.

Hierarchy of the Priesthood

With the structure of the priesthood being more militaristic in style, Sentinels are given rank based on skill they show, words they speak, and deeds they perform. All of these are weighted equally in the eyes of the priesthood with understanding that some Sentinels will struggle with one, and excel in others. It's the drive to excel and overcome that promotes growth the most.

(There is no innate mechanical benefit to each rank, but it's highly recommended to work with your GM to tie character growth and development to being promoted. For example: Tying received magical items to a religious ceremony when being promoted during the game)

All Sentinels will start as Initiates and be given a mentor to train them. This period lasts for 6 months to a year and includes adventuring and/or study. Initiates are considered part of a class, with ceremonies held twice a year for their classes promotion to the next rank. To demonstrate they are ready for promotion, Initiate Sentinels must demonstrate:

  1. 6 ranks in their primary weapon skill
  2. 12 ranks of spells
  3. Rate 20 (To demonstrate adventuring capacity)

The rank given after is Akhrua, and for many, it is where they choose to stay during their time in the priesthood. Akhrua are the most common sentinels and typically are found in most public areas of the temples. They live their lives and worship the Vigil in a peaceful coexistence, though ready to spring to action if need be. However, the most dedicated who wish for more can undertake the challenge for the next rank. To promote, you must demonstrate:

  1. 12 ranks in primary weapon skill
  2. 1 weapon specialization
  3. 24 ranks of spells
  4. 1 rank of Military Protocol
  5. Rate 50

The third rank, and when the militaristic aspects of the priesthood start to set in, is known as Selkerdrim. In layman’s terms, you are captain or leader. Many local areas and country regions are led by a Selkerdrim, and often serve as high priests of temples in rural areas. Quite often they can act as a hub of knowledge when dealing with extraplanar threats. Though, this is not where the priesthood ends its ranking. To proceed, you need:

  1. 18 ranks in a primary weapon skill
  2. 2 weapon specializations
  3. 36 ranks of spells
  4. 2 ranks of Arcane Knowledge, Leadership, Military Protocol, and Tactics
  5. Rate 80

The fourth rank, and when you start being in the circles of very important priests is known as Canogan. By this point you have shown an incredible amount of dedication and work to the priesthood, and are awarded as such. Both with responsibility and prestige. Canogan are the leaders of large sections of the priesthood, usually acting as high priests in the temples of large cities or as liaisons between planes themselves. However, there is one achievable rank beyond this, should a priest strive for perfection. To proceed, you need:

  1. 24 ranks in a primary weapon skill
  2. 4 weapon specializations
  3. 60 ranks of spells
  4. 4 ranks of Arcane Knowledge, Leadership, Military Protocol, and Tactics
  5. Rate 120
  6. To have successfully avoided or ended an interplanar conflict. Examples of which include: Slaying a multiplanar eldritch being, ending a multiplanar war, ending the enslavement of a species to another plane.

The fifth and final rank is Arantur, which places you above all others within the priesthood, only short of the god and demigods themselves. The ceremony of achieving this rank involved the goddess herself crowning you for the position, and granting you the position of champion. At this rank, you typically act as ambassador and administrator for an entire plane, or group of planes depending on the situation. Usually from the ones you saved as part of the trial to get this rank.

Changing Oaths

In light of the ways of life, the priesthood does allow one to change their oaths to another subsect of the priesthood. In order to do you, one must present their case to a priest of a higher rank than themselves and has at least 30 ranks of spells.

Change Oath

The ritual can be performed by any Vigil priest with at least 30 divine spells. Time to complete the ritual is around 8 hours, and includes the priest forwarding their cause on why their oaths should be changed.

This ritual, when completed, immediately buys down all spells learned through the previous oath. This ritual can only be done once every 2 years to a priest. (IRL 1 year)

Other priesthood notes

The priesthood of the Vigil maintains a neutral stance on wars and conflicts that take place within a certain plane or planet. However, they do not prevent their own priests native to that plane from participating in such conflicts, so long as it does not violate their oaths or the tenants of the priesthood. As well, this stance may change if either side in the conflict chooses to employ extraplanar entities in their efforts.

Priests of the Vigil have no qualms with the basics of interplanar travel as there is no harm in traveling between planes, nor an issue with trade. Rather, they stand against the acts of war, conquest, and expansion that occurs across planes.

Sentinels are welcome to leave the priesthood at any time they wish, however, they may not come back without extenuating circumstances

Dual Priesting:

  1. Orus: yes, unless Orus’ requirements get in the way.
  2. T’or: yes, shares spell groups
  3. Vormaxia and Tarus: Yes, must be Oath of the Records
  4. Neptune and Osiris: Yes, must be Oath of the Hearth
  5. Zepherin: Yes
  6. At’ena: Yes, see below
  7. The rest: No, not at the moment

Dual Priest At’ena

Due to the events of OWATE, Quinn and At’ena have a working relationship which has been solidified in the land of Frosland. Quinn worked alongside At’ena for a period of two years, becoming allies with many of the valkyries of Frosland who act as seers. At’ena, due to her previous death, has significant interest in keeping large ‘eldritch’ threats and monstrosities locked away, and as such works with the Priesthood of the Vigil on a daily basis. Most At’enites who follow At’ena guidance are told to assist Sentinels however they can, and Quinn guides her Sentinels to help At’enites in times of need.


GM Section

Becoming an Oath of the Keeper

A character becoming one of the Keepers is no small feat, and should not be taken as such. They often have access to the more sensitive records of the priesthood and large leeway within their abilities. To become a Oath of the Keeper, one must have a MINIMUM rank of Canogan and have demonstrated resilience against multiversal temptations. At which point, your character may be approached by one of the high priests or demigods to undergo a trial specifically made for the character (This should typically be a small adventure of 2-3 sessions).

Should this trial be passed, you may become an Oath of the Keeper via magical item write up under the GM who ran the trial.

Secret Subclass: Oath of the Keepers

The keepers are a subset of Sentinels who have taken steps above and beyond that which would be expected of any normal Sentinel. To have shown resilience and loyalty in the face of incredible odds and pushed through. Ones who can show the wisdom and experience expected of the highest levels of a militaristic order. Keepers are known to exist to the rest of the priesthood, but the extent to which they travel and move is a closely guarded secret, along with their internal organization and members.

Oath of the Keepers may learn the Mensa (Mind) (Tarus) spell group at base cost and may keep their previous oaths spell group. They also gain DU instead of PU for this group. Their oaths do change to this group moving forward.

Oath of the Keeper Sentinels are a hand selected group of priests who are tasked with keeping the rest of the priesthood true to the faith. It's well known that being around interplanar entities such as demons and devils quite often is tempting, and that some may give into the temptations offered. The job of the Keepers is to find those Sentinels who have fallen to the wayside and bring them back into the fold, or to eliminate them.

Responding to DI's

Quinn and her demigods respond to priests in a standard fashion across all DI’s, with the only differences being if the caller is in combat at the moment or not.

On a successful DI, while in combat:

  • All party members gain 100 DP
  • Recharge all of your charged combat skills by half their maximum value
  • Quinn launches a hail of arrows in a 100’ radius of the problematic threat. The arrows deal a flat 50 piercing damage, but also grant allies 1.5 times their base movement speed while in the area.
  • All negative status effects are removed.
  • You (The DI’er) gain the following spell effects
  • Max Speed (Zepherin)
  • Weapon Aware (Vormaxia)
  • Ghost Killer (Weapon/Offensive)

OR Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation.

On a successful DI, while out of combat The party will see a golden arrow pointing them in the direction to the nearest threat or objective OR The responder succeeds any psychology, acting, lore, or arcana skill check, in the case of progressive they treat it as though they rolled 8 dice in the progressive OR Party gains a flash of inspiration or knowledge for a quest that they are undertaking. The party will gain clear insight into what the next step is to completing a quest of there's. OR Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation.

On a failed DI, OR a superfluous DI. You get shot with an arrow. It has a roll of 74 to hit and is considered a critical hit. This arrow ignores all magical effects, spells, and reactions. The roll is 1d10 (core) + 14d10 (Skill) + 4d6 (Magical - explosive) and has the following critical effect. “x6 Eye pierced, INSTANT DEATH”

gods/quinn.txt · Last modified: 2024/10/30 19:13 by scizor021