Brigain
The God of Storms
"Beware the storms of Fate, for not even gods may escape them."

Pennon of Brigain Alignment: True Neutral (High Balancer)
Portfolios: storms, weather, destiny
Races: human, elven, tomanth, dwarven
Animal Totem: raven

Physical Description: Few indeed are the physical depictions of the Storm God. Generally, he is portrayed as an elemental force composed of thunder clouds and nimbuses of lightning. Brigain works his might through mortal agents, and nearly universally, those workers are depicted with irises and pupils made of storm clouds with lightning flickers.

History: The holy books of nearly all other deities make references to Brigain, and tracing through those holy books gives a sketchy history of the Storm God. The first follower of Brigain wore the god's Relic on a pendant about his neck, and his name was Elraiezel. With the global weather patterns in chaos during the Prizm Wars, farmers were desperate for rain, and cities were deluged with floods. Where Elraiezel walked, the weather righted itself, and soon Disciples arose to spread his power. One of Brigain's Disciples, Morf, was killed by the royal guard of the city-state of Murkaria. Morf had eased the suffering of a rival of Murkaria's, making the crops grow and the rains subside. One word from Elraiezel in the right place at the right time touched off a chain of events that would destroy the whole of the city-state. Within one year, Murkaria was a memory -- and nothing else remained. Since that time, the small Church of Brigain has been met with grudging acceptance by all other churches. An emperor of Truellia once remarked, "If the gods play a great game with mortal men's souls, then Brigain plays a great game with the souls of gods."

Relic: Elraiezel's last words caused the construction of the Tower of Brigain to begin. A massive, unassailable fortress, the Relic he had worn about his neck for all his life was placed upon an alter on the top-most floor of the Tower.

Church: The heart of the Church of Brigain revolves around the Chosen, who resides within the Tower of Brigain. The lands around the Tower have been neutral territory since Elraiezel's death, and a city has sprung up around the Tower, peopled by the followers of the Disciples and those artisans and merchants needed to support them. The Church is very small, and has very few priests. Limited in numbers, all priests must pass a Ritual of Destiny within the Tower, before the Relic of Brigain. If the priest fails, he is burnt to ashes by the lightning of a god -- if he succeeds, he becomes a priest of Brigain; once a priest of the Storm God, he perpetuates the Master Plan, also known as Destiny. It is not known who set the Master Plan, and priests of Brigain acknowledge that Brigain himself did not. The Master Plan has timetables of events and destinies that the priests must fulfill. There is a certain variability to the Master Plan, for it is interwoven with the Gods Plan. The priests of Brigain adhere to the Gods Plan as best they may without interfering with the Master Plan, in exchange for the support from the other churches of Destiny. Priests of Brigain are sometimes given tasks beyond the scope of imagination, acting as instruments of Prophecy and Destiny. Wherever the priests of Brigain go, they are given freedom by the local churches to fulfill Destiny. However, their rarity in numbers makes it unlikely for a priest to have visited anyone in living memory.

Clerics: The clerics of Brigain are the administrative heart and soul of the Church of Brigain. They rarely act directly to fulfill Destiny, instead performing a support roll for the specialty priests. They help to schedule the priests that are not actively fulfilling Destiny, as well as settle internal matters and disputes. They do not utilize killing weapons, for their ignorance of the Master Plan might cause a disruption of Destiny. Rarely do the clerics of Brigain wear metal armor, to better emulate the specialty priests, but they are at liberty to protect themselves as best they may by the Church. It is the clerics of Brigain that act as protectors of the specialty priests. They also act as war organizers, calling in the support of other churches to do battle upon transgressors to the Master Plan. They have major access to the sphere of Weather.

Druids: Those druids that profess to follow Brigain do so only because they feel the Master Plan maintains the sanctity of nature. Masters of weather and lightning, they seek to maintain the balance of the world, keeping it stable and invariably diverse. Sometimes called 'stagnant' by other members of the Druidic Circle, they are never-the-less powerful instruments of change. Master restorationists, they can sometimes take decades to return a land to the conditions it once maintained. Though the specialty priests of Brigain are considered the primary implements of Destiny, the druids are the primary ambassadors to those peoples and places that request changes in their weather.

Specialty priests: Having survived the Ritual of Destiny before the Relic of Brigain within the Tower, specialty priests are given access to aspects of the Master Plan that are well-kept secrets of the Church. Though the specialty priests maintain these records, they are by no means complete, and the archons of Brigain divulge greater aspects of Destiny. Master travellers, they move all over Gaeleth, sometimes quietly, and sometimes with much fanfare. Because their journeys take them to places they might otherwise be unwelcome in, they are required to have a Constitution of 12 and a Charisma of 13. Simply to attempt the Ritual of Destiny requires a Wisdom of 15 and an Intelligence of 12. Never completely knowledgeable of their missions, they are sometimes given strange tasks by the Disciples or the Chosen. As masters of weather, and master travellers, they have major access to the spheres of All, Charm, Divination, Guardian, and Weather. To complement their other needs, they have minor access to the spheres of Combat, Creation, Healing, Necromantic, Protection, and Summoning. Survivors of the Ritual of Destiny gain the following additional abilities: 1) an immunity to lightning and lightning based attacks, 2) the ability to cast Brigain's Wrath (see entry below), and 3) casting spells from the sphere of Weather regardless of wisdom limitations at twice their level. Because of their innate ability to cast Brigain's Wrath, specialty priests of the Storm God cannot wear metal of any kind -- or even carry metal coins or wear metal holy symbols; all priest spells that require metal as material components are negated to verbal substitutions. Because of this limitate, specialty priests usually hire henchmen or attract followers to carry their metallic monies and items. It is important to note that few churches or priests will actively stand in the way of the priests of Brigain.


1st-level Priest Spell
Brigain's Wrath: (Invocation)
Sphere: Weather
Range: 10 yards + 10 yards/level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: 1/2

Priests of Brigain build up bioelectrical energy that they store within their bodies -- which is the reason they cannot wear metal. The energy can be used for a variety of purposes, from igniting flammables, to stunning opponents, to levelling castles. The energy field grows with the strength of the caster, 1d6 points of damage per level of the caster each day, with no upward limit. Thus, a 17th-level specialty priest of Brigain can generate a 17d6 bolt of electrical energy each day.

The bolt travels from the priest's hands directly outward in a five yard wide swath, though the priest can dictate when the electrical energy dissipates. For instance, a 7th-level specialty priest of Brigain could decide to let the bolt travel through a small army of orcs, striking each orc in a five-yard swath in the direction of the priest's hands. He could alternatively decide to have Brigain's Wrath strike just the first orc in the smally army. The spell does not bounce off of surfaces, and thus cannot be rebounded around corners or the like.

Brigain's Wrath can ignite combustibles, splinter wood (up to five yard cubes per level of the caster), shatter stone (up to yard cubes per level of the caster), and cause metals to fountain in molten fury (to about 4,500 degrees Fahrenheit). Conductive targets -- like orcs or metal golems -- can carry the charge through multiple targets. Alternatively, the spell can be used for stun effects only, causing electrical damage that merely stuns a victim, provided that such a thing is possible.

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