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RevPriests
Appendix: Good Works
Rising in the Hierarchy
of Light
While the main goal of a priest is to perfect faith in him-
self and others, his position in the Church greatly colors the
means by which he does this. In other words, priests seek
advancement in rank just like members of more secular so-
cieties or guilds, whether as a sign of triumph over hurdles
of belief or as a more political means to spread the word of
the Pancreator (and perhaps collect some healthy tithes along
the way…).
Rising in rank involves impressing one’s superiors with
one’s loyalty, dependability, faith or popularity among the
faithful. Unless the priest is a mendicant, she is tied to a
particular cathedral or Holy See, and falls somewhere in its
hierarchy of ranks (even priests who are part of a noble’s
entourage belong to some See, probably that on the noble
family’s homeworld).
A priest of canon rank or above may ordain an appli-
cant up to any rank below his own, as long as the applicant
skips no ranks in between (i.e., all priests must begin as
novitiates and work up from there). A priest must heed the
orders given by the higher-ranking priests within his See,
although he does not have to comply with orders given by
priests from other Sees (he must give them respect, how-
ever). All priests of all sects must follow the orders of the
Patriarch, who is the supreme head of the Universal Church
and the center of all Sees, and many must also reckon with
the metropilae who oversee conglomerations of planets.
While each world usually has one major Holy See, there
may be monasteries or groups of smaller Churches that are
not affiliated with it, and thus subject to their own hierar-
chies.
For players, gaining rank for their characters means
becoming aware of the movers and shakers in their cathe-
dral and the entire See. These may not necessarily be the
highest ranking priests — the old and wizened bishop whom
everybody adores may simply be too senile to aid the char-
acter in his quest for greater ordination, while the lower-
ranked deacon may know every plot whispered in the pews
and catacombs.
For gamemasters, this means knowing the NPCs of note,
those who can grant greater ordination to a player character
and under what conditions they are likely to do so. Some
priests are terribly conservative and rarely grant greater or-
dination, preferring to keep the same group of priests under
them for their entire careers. Others are more liberal, and
grant new ordinations on the condition that the recipient go
forth to forge a new cathedral, spread the word with greater
missionary work, or as a means to get a favored priest a
position within a noble entourage (some nobles won’t ac-
cept low-ranking priests).
Certainly, a cathedral’s needs are the best determinate
of a priest’s chances: a growing region with new serfs com-
ing in may need more priests to hold masses, or an Eskatonic
novitiate may prove eerily central to important occult proph-
ecies and thus come to the notice of his superiors.
Priests who are hampered in their quest for greater rec-
ognition (and thus greater responsibility) can petition to be
placed elsewhere, within another cathedral or another See
altogether. Such requests must be presented to a priest of
equal or higher rank than the petitioner’s own cathedral
leader (the bishop of the desired cathedral or the archbishop
of the desired See); these transfers are only granted if the
individual shows some true merit and can add demonstrable
value to his new home — or else gaining the priest will win
the new post some political points against a rival.
Conversely, a cathedral or See can request a priest of
special expertise from another See (or from the metropilae
or Patriarch). Parishes that lack healers or scholars, or that
suffer occult strangeness, might request an expert in such
lore to come investigate or to be stationed at the new church.
In addition, the offices of the Patriarch, the metropilae, and
even many Sees, station certain priests in “troubleshoot-
ing” roles, whereby they are available to travel to places
within the See or the Known Worlds on investigatory or
missionary work, as representatives (or spies) for their of-
fices.
While the Church is more unified than the royal houses,
fractious politics can always get in the way of promotion. A
priest who foils another See’s plans to build a new cathedral
near her own can raise the rival bishop’s ire, and cause him
to turn higher level priests’ ears against her in Church con-
vocations.
Missionary Zeal
Each sect of the Universal Church of the Celestial Sun
has different duties it feels are the most important for its
144 Excerpt from “Lords & Priests”; ©2000 HDI
holy mission. While some of these are rather universal per
sect, regional parishes can have different views, depending
on the local circumstances (an Antinomist-infected region
will have even the Sanctuary Aeon priests concerned chiefly
with sin and heresy). In general, each sect’s main missions
are:
(except on Rampart, whose populace has not been properly
schooled in the Li Halan ways).
The main limiter of noble violence, however, is the power
of the Church — the higher up the sanction for the strike
goes or the greater the moral outrage caused by noble re-
taliation, the more the house will suffer from Church indict-
ment should it respond too harshly or with too little conces-
sion. Besides increased visits by the Inquisition, the recalci-
trant noble may be threatened with excommunication — a
death sentence on his rule, for even the most cowardly serfs
fear to serve one whose soul is no longer protected by the
Church (many houses will strip such a noble of rank and
place another to rule the fief).
In such a way does the Church prove its vital role in the
Known Worlds, as the shepherd of all souls, for in the end it
is the Pancreator who rules over the universe, not a mortal
noble.
The case against Merchant League and guild excess is
different. The Church usually responds if too many of its
flock have been badly ripped off by guild traders, impover-
ishing the community, or else the guild openly traffics in
proscribed technology. Illegal factories or those which cause
too much pollution to a region are often targeted by priests
in sermons. If they are truly dangerous, or the priest is well-
connected, those factories will be targeted by the Inquisi-
tion, or their guilds will suffer Church embargoes, where
priests demand that their parishioners refuse to purchase
goods from members of the guilty guild. In extreme cases,
guild representatives are threatened with excommunication.
While this is not as damaging to them as to a noble, it means
their days of selling to the masses are over, and they must
retire to administrative duties or take up exploration mis-
sions to distant places.
Daily Rituals
Ministering to the people’s spiritual needs is the core of
a priest’s duty. Listening to confessions, blessing crops or
important affairs, performing marriages, presiding over
births, deaths, rites of passage, etc. A priest is the linchpin
of a community’s connection to the wheel of the seasons
and the cosmos. Without these everyday ceremonies, the
chaos of the universe would engulf everyone’s lives.
Personal Prayers
There are important prayer times throughout the day,
each associated with types of prayer (the Eskatonics com-
pile voluminous tables of correspondence for these prayer
hours). The main ones are as follows:
Preces Matutinae (morning):
Morning prayer, or the
Daybreak prayer, is a thanks to the Pancreator for the dawn
light.
Preces Vespertinae (evening):
Evening prayer is a
thanks for the good works done that day and the fulfillment
of labor.
Preces Noctes (night):
Night prayer (or Before Bed
Prayer) is a thanks for oneself and one’s loved ones, and a
Orthodoxy:
Sermonize to the flock, tend to their spiri-
tual needs, care for them, protect them from the worst ex-
cesses of the nobility. Seek new converts and be ever wary
of schism.
Brother Battle:
Gain and execute military contracts for
the order. Defend the faithful (usually pilgrims), defend one’s
post, or seek out evil and destroy it.
Eskatonic Order:
Study scriptures and lore, sermonize
to all about the coming eskaton, root out occult phenomena
and study it.
Temple Avesti:
Beware sin in yourself and others. Ser-
monize against heresy. Root out sin and purge it.
Sanctuary Aeon:
Heal the hurts of body and soul, make
whole the wounds of Creation, offer compassion to all —
even the sinful.
Workers of the Fiefs Unite
Priests in charge of a flock or See have a moral and holy
duty to defend the faithful from harm — including noble
and guild excesses. Sometimes, this involves working the
populace up into an impassioned strike — a refusal to work
— or even to create a riot against the harsh masters in the
castle.
Most priests are on their own when this happens, al-
though some may be lucky enough to recruit a band of mer-
cenaries to aid in defense in return for food. Well-connected
priests can sometimes gain official permission from higher
ups in the sect to invoke such civil disobedience. How well
this succeeds usually depends on the power the sect wields
with the local lords or with off-planet contacts. While the
Orthodoxy rarely engages in such grass-roots rioting, it of-
ten wins such disputes and gains a surcease to the central
problem (if not all the problems). The Amaltheans have gar-
nered some successes through pure charisma, but other sects
are rarely successful. At best, they attract the interests of
the Orthodoxy, who lend a hand in return for more power in
the region.
The retaliation a noble lord often brings against such
disobedience is the chief reason strikes are so rare. Most
nobles are merciless in their condemnation of what they
consider criminal resistance, no matter the original cause
for it, and bring military force to bear against the leaders of
the opposition. House Hawkwood has the best record for
good behavior in such instances, but it suffers the least such
rebellions in the first place. While most believe the Decados
are the worst offenders in their brutal retaliations, it is actu-
ally the Li Halan who are the most feared — when the man-
date of heaven is broken, even if by the words of priests, the
house responds poorly and often with massacres. For this
reason, the Li Halan fiefs rarely witness peasant rebellions
Appendix: Good Works 145
plea to keep the soul safe in the absence of light.
Hora Lupinum (Hour of the Wolf):
The predawn
hours, most often viewed as 3:00 am to 4:00 am or 4:00 am
to 5:00 am, are considered the worst for the safety of the
soul. It is this time that thoughts of morbidity and despair
can gain the most sway over the soul. Most people are asleep,
and are thus protected, but monks often use this hour to
pray for greater resolve in the face of night.
There are also numerous Preces Per Diem Persolvendae,
or During the Day prayers, for a variety of reasons and pur-
poses, varying from place to place and sect to sect.
Seasonal Rites/Festivals/
Events
There are a number of rites, festivals or religious events
that are practiced each season, although their exact date
varies from planet to planet, tied to a world’s unique astro-
logical or lunar rhythms.
Oration for the New Dawn (New Years)
This rite is performed at the moment the old year be-
comes the new — usually at or soon after the winter sol-
stice. It is also called the “Return of Light,” the “Lessening
of the Dark,” or the “Waning of Winter.” This rite is espe-
cially popular on ice worlds like Malignatius, where the physi-
cal changes associated with its winter solstice and spring
are barely noticeable, making its symbolic entry into a new
dawn even more important to the faithful of that world.
Ode to Fecundity (Spring)
This rite to welcome spring emphasizes the Pancreator’s
gift of life and growth each year. It has roots to ancient Urth
and Diaspora-era fertility festivals (including some Gjarti
rites), and in some places still retains its old associations
with bodily (rather than spiritual) rebirth and resurrection
or reincarnation.
Canticle for Summer
At this time of maximum light, rites are made to em-
phasize joy and happiness — not the riotous partying often
associated with spring, but a warm and content happiness
earned through good works and hard labor. In many re-
gions, it is a time when the cathedrals and parishes bring in
large blocks of ice, to provide relief from oppressive heat,
causing throngs to pack into the churches.
Autumn Hymn
The rite of the harvest, a time for community and a shar-
ing of both labor and yield. As the light begins to withdraw,
it is time for all souls to contemplate the spiritual light that
still shines, unseen by mortal eyes but illuminating the re-
flective soul.
Universal Rites/Festivals/
Events
Cosmos Carnival (late February-early
March week)
A sort of Feast of Fools, descended from pagan rites
such as Mardi Gras or Carnival. Serfs, freemen and even
nobles throw caution to the wind and party hard for a week,
often adopting elaborate masques and costumes to hide their
identities and protect themselves from shame (or notoriety).
This is the League’s favorite holiday, for its merchants sell
more booze, magic lantern holovids, and all sorts of toys
during this week than any single other time of the year (even
more than Lux Splendor, where handmade crafts are the
most popular).
The Church long ago failed to stamp out this ever-popular
festival. Instead, it adopted it and allows — for this week
only — a more lax view of sin and even heresy. On some
worlds, the Inquisition is forbidden from operating for this
week (except against the most heinous crimes, like anti-
nomy); its members are expected to join in the celebrations
or retreat to a monastery. This rarely stops the more fanatic
from acting against what they believe to be rampant immo-
rality.
In the Kurga Caliphate, the first day of this festival is
recognized as the birthday of Sata Natura.
Urth Day (May 1st)
An ancient holiday commemorating humanity’s cradle,
this was popular among Diasporan colonists far from their
ancestor’s birthplace, although its origins are said to have
begun in Urth’s preinterstellar era as some sort of
terraforming reform holiday. The Church has sanctified the
day as a time to remember Holy Terra and humanity’s long
history on that orb. Some worlds extend this celebration to
Urth’s stellar neighbors, such as Mars (the alleged birth-
place of the Prophet) and the jumpgate.
First Jump (July 4th)
Originally a secular celebration, celebrating the day of
the first manned trip through Urth’s jumpgate in 2306 (the
year following its discovery), this day was ordained as a
Church holiday by Saint Palamedes in his effort to stamp
out its Sathraist connotations. It is now mainly observed by
the Charioteers and those who make their living among the
stars.
Saint Ramos Day/Colony Day
(August 10th)
A holiday consecrating the trials and triumphs of Saint
Ramos, a colonist of the early Diaspora who was adopted as
a saint by the Second Republic Church even though he lived
in prereflective times (before the Prophet). Ramos, a popu-
lar colonist rights activist, was martyred before the guns of
zaibatsu police. Colony Day was later declared by the Sec-
ond Republic in memory of Ramos and all colonists.
146 Excerpt from “Lords & Priests”; ©2000 HDI
League iconoclasts snicker at this holiday, claiming its
origins begin as a zaibatsu loyalty ceremony forced onto
corporate employees and transient workers, involving chant-
ing company songs and clapping to a single beat. It was
during one of these ceremonies that Ramos led his ill-fated
revolt.
Santa Flamma Dies (September 17th)
Rites celebrating the day the Prophet saw the Holy Flame
and changed the course of human history. The second-most
important holiday celebrated by the Church (the first being
Lux Splendor, below), this is a time for prayer and thanks to
the Pancreator for His grace, and a thanks to the Prophet
and all his saints for carrying the Pancreator’s message. Plays
recreating this legendary moment and the gathering of the
disciples take place across the Known Worlds on this day,
and popular holovid movies about the Prophet are shown in
magic lantern theaters in the larger cities.
Mortos Diablos (October 31st)
The old Urth Day of the Dead and Halloween holidays
were carried by Diaspora colonists and workers to new
worlds, recreated on many different days throughout the
universe, but most often in mid to late autumn, as winter
creeps in.
During the Second Republic, Patriarch Orrin, recogniz-
ing that the pagan associations of this holiday had grown
greater as humanity spread throughout the stars, tried to
co-opt it as a Church holiday, a time wherein priests would
perform rites to hold back the Dark and protect the souls of
the faithful from the demons which rode freely that night.
Called Mortos Diablos and enshrined on October 31st (the
traditional old Urth Halloween), its rites became a tradition
across the universe. Mortos Diablos was eventually co-opted
in turn by a megacorp marketing firm as an excuse to party.
Nonetheless, the pagan associations remained and still
do at the beginning of the 50th century. Even devout pa-
rishioners often sneak to the edge of town at night, seeking
protection charms and amulets from wandering Zuranist
bishops. Indeed, Zuranity, the religion of the itinerant Chil-
dren of Zuran, is given a degree of respect at this time, for
its followers seem to have real luck at holding bizarre Mortos
Diablos misfortunes at bay.
Dies Lamentum (December 23rd)
The Prophet’s Wake, mourning his death in the jumpgate
accident (2849) while on embassy to the Vau. Some parish-
ioners take this day too seriously, performing mortifications
on themselves in attempts to recreate the Prophet’s stigmata
(usually conceived as an immolation in flame). More rea-
sonable worshippers reflect on Zebulon’s life and works,
holding Omega Gospel readings.
Lux Splendor (December 25th)
The Radiance of Light, following the death of the
Prophet, as his spirit cleansed the jumpgates and consecrated
Appendix: Good Works 147
them against the Dark, making the stars safe for humanity.
The most important holiday in the Orthodox canon, Lux
Splendor represents the bounty of grace available to all be-
ings, not just the special grace gifted to saints alone. During
this time, the faithful are expected to give presents to their
loved ones and friends, representing the reflection of light
from each soul to every other soul throughout the universe,
a reminder of the Prophet’s parting gift.
Some claim that the date of the Prophet’s death, and
thus the successive Lux Splendor, is factually incorrect, and
that it instead represents a time of worship in the Prophet’s
own prereflective religion.
Theurgy
Theurgy is not a common discipline. In fact, for many
of its practitioners, it is a solitary study, with effects only
becoming apparent after years of meditation and prayer. Still,
most are a direct outgrowth of worship, and especially from
communal worship. A priest’s first duty is to the Pancreator
(via the Church), but his second one is to his flock. These
rites reflect the different duties of the sects, and stem from
true belief and worship.
Blessed Confession (Orthodox)
(Level 2, Extrovert + Empathy, L, sensory, prolonged,
Dreams of Eternity (Eskatonic)
(Level 5, Faith + Empathy, G, touch, special, 1W)
By gently tapping someone’s crown point chakra (the
top of the head), the Eskatonic can put her in a meditative
trance from which only the most jarring disturbance will
release her. The subject of this rite must roll Passion + Ob-
serve to take any action for the duration of the trance. It
lasts for a number of turns equal to the Eskatonic’s victory
points + 1. This is best performed on willing supplicants or
unwary targets, upon whose heads the theurge can place
his palm without arousing suspicion. The theurge must make
a Dexterity + Fight roll to touch the head of an unwilling
and resisting target, who can dodge the attempt. (The theurge
does not suffer a multiple action penalty for performing this
rite and making an attack roll in the same turn.)
Blissful Ignorance (Temple Avesti)
(Level 4, Faith + Impress, PGL, sight, temporary, 1W)
Avestites have long sought ways to show people that
learning is not only unnecessary but counter to the Good
Life. This rite helps them demonstrate it. The Avestite can
reduce any learned skill the target has by one per victory
point. If this reduces the learned skill to 0, the target often
cannot attempt to use that skill at all.
Health of the Congregation
(Sanctuary Aeon)
(Level 5, Calm + Focus, PGL, sight, prolonged, 1W)
A congregation draws its strength from the faith of its
members. Health of the Congregation allows a priest to bol-
ster all links in the chain of the community by bonding its
members together to share in one another’s suffering. A
number of willing volunteers may divert the wounds of one
another Congregation member to themselves in any combi-
nation. During the duration of the rite, each may take a num-
ber of Vitality damage points initially delivered to another
member of the Congregation equal to his Faith score. Thus,
if Scotan the Vorox and Father Haverson the Amalthean were
linked to Sgt. Roc of the Muster, when Sgt. Roc gets hit by
an assault rifle for five points of damage, Scotan and
Haverson can elect to take some of this damage themselves;
each can take up to their Faith in damage (1 for Scotan and
5 for Haverson).
This rite allows one congregationer plus one for every
victory point to absorb damage for another. This damage is
treated as normal damage of whatever type effected the tar-
get, be it fire, bullets, lasers, falling or whatever. (Mark this
damage with an “F,” to keep track of the total number a
member’s Faith allows.) Those linked by this rite elect to
take damage, and do not have to take any damage that they
do not choose to.
1W)
Confession is a sacrament, and it does more than just
give the priesthood blackmail information on people. It is a
cleansing process, designed to clear people from the sins of
misdeeds and leave them open to the Pancreator’s grace. A
confessor may use this ritual on someone who has volun-
tarily confessed a sin. The sinner now gets a +2 to all goal
numbers involved in preventing that same sin, +1 per vic-
tory point from the theurgy roll.
Heaven’s Axe (Brother Battle)
(Level 7, Faith + Fight or Melee, PG, touch, instant,
2W)
A Brother who invokes this asks the Pancreator to lend
His hand to an attack. If the Brother Battle connects on his
next attack, roll damage normally. A number of people up to
the victory points on the roll +1 are effected, as well as the
original target of the Brother’s own attack. Thus, if three
thugs attacked Sister Diana and she rolled a “7” for Heaven’s
Axe, she could strike one thug herself and the mystical force
of her faith would strike two others. The one remaining hit
from Heaven’s Axe would be wasted.
Credits
Writing:
Bill Bridges and Andrew Greenberg
Art:
John Bridges
Development and layout:
Bill Bridges
148 Excerpt from “Lords & Priests”; ©2000 HDI
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