Feb 12, 2006 01:43
After the planes governed by the Few, there are four Lesser planes. These planes are lesser in name only, being physically endless in a manner similar to the six Major planes. Being that the opposed major Powers are unable to meet on home turf, these and the Astral planes are where all interaction between opposed forces. Bearing in mind the weighted nature of the assorted planes, the Astral plane is the most neutral of the assorted planes. This is excluding the material plane where Outsiders must be specificity summoned. If you travel to one of these places, chose a side and be ready to defend yourself.
The first of the Lesser planes is the Realm of the Just, where Heroes go. Any creature that is not Lawful good has an increased difficulty operating here, and creatures that are Chaotic Evil are at a horrible disadvantage, but at least (unlike the Realm of the Divine) they can get here. This realm is governed by the Faceless One, Champion of Justice. This deity, like all the Coalescent, does take a physical form and is truly an awesome being.
Next is the Plane of Despair. This is the place where the souls of the Chaotic Evil drift. Its formost entity is the deity known as the Mad One, a god that embodies senslessly evil acts. Creatures that are not Chaotic Evil have a more difficult time acting here, and creatures that are not Chaotic or Evil are yet more encumbered. A Lawful Good creature would be a walking target, but he/she can come here if he/she really wanted to...
The Plane of Wonder is where the souls of creatures Chaotic Good drift on the Astral winds. This place is the home of the deity known as the Muse, who is worshiped as the God or Goddess of the Arts. Here is a place of eternal music and dancing, both at war and at play. Creatures not Chaotic Good have the aforementioned difficulty acting here.
Finally there is the Plane of Tyrants. This is the home of all souls of a Lawful Evil bent. It is lorded over by The Betrayer, a being who has at the very core of its being the desire to work within the letter of the law to do the most harm to everyone else. Creatures not Lawful Evil have the expected problems operating here, while Chaotic Good creatures being the most disadvantaged.
The minor Powers created by the Few do not have dedicated planes, but operate as required on any plane. They are usually found in the Astral Plane, although unlike the Few and the Coalescent, they are known to have created Avatars in the Material plane since the Pact between the Coalescent. They are diminished enough in form as compared to the Coalescent so as to not cause massive upheaval upon entering the plane.
Clerics of Death are renown healers. As a rule they do not wear weapons or armor. It is said among many cultures that to strike a Cleric of Death is to seal your own doom, as is to pretend to be one. On rare occasions when clerics of Death need to protect themselves, mastery of death magics give them the skills they need. A cleric of Death can be found wearing the symbol of the Black Rose. They often can be found near to clerics of War.
Clerics of War can almost always be found on a battlefield. They will not join sides, but will often jump into a fight challenging any who will dare try their skills against them. They have been known to spur fighters to great acts of valor The ranks of this clergy are filled with multi-class fighters, and occasionally a warrior given up for dead against hopeless odds may turn up later wearing the Steel Skull icon of this God. Clerics of War will not attack non-combatants, however perhaps ironically they preach that one should attack back if threatened. They will often let one considered a worthy opponent live, so as to try again when they improve their skills.
Clerics of Nature most often assume a druid-like advancement schema. Clerics of Nature can be found wearing a stylized four leaf pattern, colored white, light green, dark green, and brown.
Clerics of Fate are masters of social engineering and forecasting. While predicting the future for an individual may at times be difficult, predicting the actions of large masses of people is much simpler. This is not to say that Fate Priests cannot tell the future for a single person, that is part of what they do. However, when you are as in tune with the fabric of society as these Clerics are, predicting for a nation is second nature. Most priests of Fate do not identify themselves as such, but when they do want to be known they either wear a stylized spider web icon or carry weaver's tools. It is ironic then, that the Mistress of Fate prevents its clergy from casting their own or each other's fortunes.