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Avayevnon: The New Discussion Thread

Started by Seraph, April 19, 2010, 05:24:32 PM

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Seraph

Clan Araten

One of the first clans to make a concerted effort to explore and expand, Clan Araten places great value on movement and transportation.  Even while dwelling deep underground, the mine shafts of clan Araten incorporated mine carts and a relatively sophisticated dumbwaiter system, transporting ores up to the upper levels of the mines more efficiently, while minimizing the danger posed to its workers.  Their efforts to expand and explore meant that they encountered other clans often, and were frequently able to glean new technologies from the exchanges, keeping their clan's progress up to date.  Clan Araten has shown, more than any of the other clans, a great interest in getting from place to place.  

Clan Araten all but owns the Shipwright's Guild, the Logger's Guild, and the Cartwright's Guild.
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Seraph

Clan Deloric

Deloric is a clan that is in many ways the envy of dwarfdom.  The clan has historically been located in regions particularly rich in precious metals and gemstones.  Their relations with other clans have been characterized by their possession of wealth desired by the other clans.  They have variously traded, defended, and lent out this wealth.  As much as possessing this wealth, Deloric is known for flaunting its wealth.  Not content with their valuables to be merely capital, Clan Deloric began to make its money work for them in creative ways.

This culture, which places such emphasis on the possession of fine and beautiful things, tends to view such objects as inherently useful, in a way others may not.  It is a common belief amongst Deloric tradesmen that a more beautiful tool will create a more beautiful and higher quality product.  Thus, even the most basic of tools, from the pick of a miner to the tongs of a blacksmith to the roasting spit of a cook, is crafted with care and attention to detail.  They are often decorated in intricate patterns, small jewels, and with silver and gold. Weapons and armor produced by this clan are frequently inlaid with filigree, gemstones, engraving, and enamels.  

Clan Deloric today is famous for its bankers.  The Delorics have branches in all the major cities in Avayevnon.  In addition, many of the Deloric Ithai are independently wealthy, and the clan has a reputation for its many moneylenders, who will invest in any venture or client they see profit in.

It may have been with Clan Deloric that the fashion of braiding rings into the beard began.
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Seraph

Clan Durrach

The Durrach clan specializes in the mining, refining, and smithing of metals.  T he Durrach mines have always been some of the best known mines of the Ithai.  They have known iron mines beneath Isar, and mithril mines beneath Issachar.  Quaram Durrach, the clan's founder and historic patriarch was a smith whose skill was practically mythologized by his kinsmen and the future members of his clan.  Legends of Old Durrach tell that when his clan was beset by goblins and men and arms ran thin, he personally delved into the mines to retrieve the adamantine he needed to forge the weapons his people needed.  The weapons he made from the adamantine he mined were of such power and quality, that the enemy's armor was rendered useless'"punched through with holes, sliced, and crumpled.
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Seraph

Clan Glorzach

Clan Glorzach is the first known clan to have cooperated with gnomes.  Gnomes have been incorporated into the Clan Structure for centuries.  Though the earliest encounters the Ithai had with gnomes was hostile, occurring when the empire invaded Athos during the first Ithanash, future relations were better.  When the empire conquered Athos, renegades fled into the mountains and caves, plotting revolution.  But the [First Cataclysm] that fractured the empire and made much of its territories unlivable, scattered the Ithai and preceded the formation of the clans.  Clan Glorzach encountered the renegades, and they were able to cooperate.   The gnomes possessed much of the technological knowledge of the Athosians, and thus were able to provide many advantages for the Glorzach clan.  The clan learned to span chasms with bridges, and to lift heavy objects from the depths of the mines with counterweights and cranes.  The clan developed means to pump water out of the mines, and means of telling time through the use of pendulums.  The cataclysm set back progress for much of the world, and the Ithai clans, but Glorzach and their Athosian allies were affected less severely.

Glorzach has never had as much manpower as the other Ithai clans, so they have had to rely on their wits and their innovations.  They are skilled engineers, tinkers, inventors, mechanics, and artificers.  They compete with clan Glambard for favor in the construction of bridges, and architectural work, with Araten when it comes to the development and production of vehicles, and with Toreglan on clockworks.  Clan Glorzach has a presence in Issachar's Builder's Guild, Tinker's Guild, and the Transportation Guild.
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Seraph

Clan Iliring

Iliring is a clan that has as a group been exceedingly obsessed with glittering gems.  They are one of the wealthiest clans, but have often had to rely on other clans for their continued survival.  Before the clans resurfaced and began both competing and cooperating on a large scale, they had to import many essentials, spending too much time digging up gems and creating jewelry to have time for forging tools or weapons of war.  At one point the clan was nearly destroyed, when its members became so obsessed with their pretties that they forewent food.  

There is a great deal of friendly competition between Iliring and Deloric, but the wealth of Iliring is almost entirely privately owned.  Iliring may boast several patrons and moneylenders, but is less in the business of banking and speculating.  Ithai of the Iliring clan are the heads of the Jewelers' Guild, and Iliring is one of the top suppliers of Caecilium.  
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Seraph

[note] This image (not mine) seems to give an impression of Whurilai Clan Ithai.[img: width=300]http://fc01.deviantart.net/fs48/i/2009/212/f/2/Derro_with_Bombardier_by_butterfrog.jpg[/img] [/note] Clan Whurilai

When expeditions from Clan Araten first encountered Clan Whurilai, they found that several of the members of the clan had been routinely painting intricate patterns on themselves in mercury, and as a result, had gone quite mad.  Whurilai has a tendency to curiosity and inquiry.  They frequently conducted experiments in an attempt to understand their environment, and they frequently used themselves as test subjects.  Whurilai may have been the first dwarven clan to establish a system of scientific research, but intriguingly, the effect of their experiments on their consciousness resulted in a very mystical consideration of their environment.

Whurilai has always had a deviant bent to it, producing the strangest of dwarves.  Whurilai clansmen are sometimes called Mad Boys because of this.  Whether they delve into experimental science, or whether they throw themselves into arcane mystic societies, one thing that can be said of Whurilai dwarves is that they tend to think outside the box.

Today Clan Whurilai funds Science, artifice, exploratory and archaeology expeditions, and research on the Occult.  More members of Clan Whurilai brave the Miasma than any other clan, and more than most other races as well.  In fact, there are a number of Whurilai dwarves who volunteer to enter the Miasma, just to see what happens.

The Explorer's Guild is run under the auspices of Clan Whurilai, and many Whurilai dwarves are found in the Tinker's Guild as well.
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Seraph

So, I am just going to go ahead and throw out a bunch of random ideas I've had, many of which are inspired by things learned in my Renaissance Europe class:

[note]Church Plague Doctor
(Image borrowed from Malignanttoast)[img: height=500]http://fc01.deviantart.net/fs71/i/2010/282/6/2/plague_doctor_by_malignanttoast-d30dfsk.jpg[/img][/note]
Widespread and Virulent fear of the Plague (in this case, plague takes a number of forms, from "mundane"  diseases, to the Miasma, to supernatural illnesses such as Red Pestilence)
--High Walls and Sentries: Cities are scared to death of the plague, and as such take care to ensure that none entering from the roads are infected.  Any outsiders who are either suspicious or not-forthcoming are shot on sight.  All entering must submit to inspection.
--Plague Doctors: When plague does hit the cities, someone has to keep people alive and keep the illness contained.  Most doctors are trained to treat various forms of plague, but there are some doctors who specialize in it.  Many of these are in fact clergy members, who have taken it up as a holy cause to rid Avayevnon of such plagues as the Red Pestilence.  These figures consider it imperative to halt the spread of the disease at any cost, and though they will make every effort to heal those infected, they will not hesitate to kill if doing so would serve "the greater good."
--Inquisitors: When the church receives word of an outbreak of plague, the key figures sent to handle the situation are plague doctors and Inquisitors.  The Church holds the presence of the plague to be a sign of demonic activity, and where there is demonic activity, there must be witches and heretics to be converted or killed.


Ritualized Violence
--In 16th Century Venice, workers and artisans would gather several times a year, arm themselves with sticks, and battle for possession of a bridge.  This would often happen on Sundays, or on Holidays, and was known to garnish spectators.
--Could hold some interesting possibilities for Clan interactions amongst the Ithai (in certain cities).  It would allow for a shifting power dynamic, where the social hierarchy of a person was determined by his clan's relative success at battling for control of parts of the city.
--Could also be used as a means of keeping the populace fighting fit, without keeping a standing army or militia.  In France (maybe other parts of Europe as well), dueling was actually encouraged for this reason.

Robber Nobles
--Estates of old feudal nobility are on the decline, as the amount of money they produce can no longer keep up with international trade.  Furthermore, Knights are no longer needed in the same way they were 100 years & more before, due to the advent of longbows and firearms.
--Nobles, having been trained to do battle and kill from an early age, make use of their skills as they can, becoming mercenaries, or turning to crime and robbery.  A surprising percentage of the noble aristocracy engages in highway robbery, theft, and piracy.
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Ghostman

I like the Whurilai clan. Good ground for some awesome character concepts there.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Seraph

Struck by sudden inspiration, I have come to present a creation of Artifice:

The Phlogiston Core
Since the rediscovery of lost Athosian manuscripts detailing their core principles, societies of Avayevnon have experimented with heat engines.  The idea of using steam as a means of creating work is not an altogether new one, but the discover of Alchemical Phlogiston--The essence of elemental fire, has revolutionized this potential.  Phlogiston is capable of burning hotter than any natural fire, allowing for high-pressure (albeit high-risk) engines capable of increasing the power of the engine ten-fold.
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Seraph

I've actually got a number of updates:


First, I've designed a new banner.  Same concept as my old banner, only more awesome.

 [spoiler=New Banner] [/spoiler]


Second, I've made a write-up about The Miasma, and until now obliquely reference cloud of ominous.

Miasma
The Miasma is a strange, creeping fog that first emerged during the Awakening. Its exact nature is unclear, but it has been known to have strange effects on those who enter it. Some have gone mad, others have been physically mutated, or have come down with a bizarre disease. Some have disappeared completely. Some women have emerged from it mysteriously pregnant and given birth to changelings, or to monsters.

The Miasma is unpredictable, and it is partly for that reason that it is so feared. It seems to be roving, but permanent cloud, hovering just above the ground. It can come in quickly on the wind, and blow out just as suddenly. People rarely travel outside for fear of it, even on a clear day, since it's never certain when it will appear.
[spoiler=Case Studies]
Some doctors and inquisitive folk have kept track of a number of case studies in the effects of Miasma.

Ludo Walgensian
Walgensian was out hunting in the woods near his home in Feloria when the Miasma hit. He couldn't see it until it was too late. As soon as it was upon him, he abandoned the hunt for the safety of the city where he was put in quarantine for observation by Astrov Dorn, the Plague Doctor present at the time. In a matter of days, Walgensian's teeth had rotted and fallen out, and his eyes had acquired a sunken look. He soon went mad and attacked the doctor, who luckily had tranquilizers on hand to subdue the man. Walgensian's death was called a mercy killing.

Mirra Cadish
A gnomish girl out of Rosemead returned one day after gathering berries, and upon returning home, promptly vomited. When examined, she was found to be pregnant, despite the fact that she had not yet experienced menarche. The Miasma had passed over her while she was out. She swore by Sol that she'd met no one while she was out, nor had she done anything other than the task she had left for. After a short pregnancy, the girl gave birth to a fox cub. She never again showed signs of any abnormality, but none wished to marry a girl who'd birthed an animal, so she resigned herself to the convent. [/spoiler]


Third, a small blurb about Orators

Orators
These are the gifted ones who receive the Word of Sol directly from the mouth of Godhead. They are the vessels of His divine essence on Avayevnon. They are able to work miracles by entering a trance state and uttering the Word of Sol. They are seen by many as the most holy and blessed of His creatures. Orators are living saints and agents of Sol's Will. They go where they are needed and do what is required of them. While oration is not a requirement for entering the priesthood, the rank of Lord Pontiff is reserved for those who have direct contact with the god. The minds of gods work in ways alien to those of mortals, however, and prolonged commune with such supernatural intelligences almost invariably drive the orator into madness.


Finally, I've got the following new information about the Empire of Issachar

Empire of Issachar
The Empire of Issachar considers itself the heir to the great Ithanash of old. Since its inception, it has sought to reclaim the lands held in the past by the Ithai forebears. Ithanash predates the clans, so its legacy is something that supersedes family and factional boundaries. Ithai from all over Avayevnon seem to feel themselves a part of the Empire, citizens or not.

Currently the Empire spans most of the Azure Coastline inland to the Weeping Sea. This forms the core of the Empire, and the heart of old Ithanash. At its height, however, Ithanash reached as far south and east as the Lythen border. This knowledge has led much of the southlands to seek the protection of Shardmoore, and to form a loose confederation ready to come to each other's aid for "mutual defense."

Geography
The Empire of Issachar is broken into three primary regions: Baldurbrock, Breeanen, and Gambodel. Each has its own characteristics.

Baldurbrock: The Central hub of the Empire, Issachar proper is located here, as is the more militant Isar. The Duren Range cuts across its northern border, and much of the land is characterized by rolling foothills. The soil is a heavy clay not ideal for agriculture, so much of the food for the region comes from hunting and livestock.

Breeanen: The Southernmost realm of the Empire, Breeanen is a region of grassy plains. The most important settlements in the region are the Cities of Swynvale and Rosemead. Rosemead is an important waystation on the southern Admark Road, even more so since the desolation of much of the lands east of it. It is the salvation of those traveling across the Ashen Plain from Ithegra and beyond, and it is the last shelter for those heading east from Breeanen.

Gambodel: The Northern province of the Empire, Gambodel may be the most lush region of the Empire, though the factories in Teckall and Farnesis have thinned the woods somewhat. The region rests at high elevation, with Farnesis resting at the coastal edge, atop the shearing cliffs of the Cragspar. Being the furthest north, it is more temperate than the other regions, with more varied and intense weather. The inhabitants have learned to make good use of windmills, especially to utilize the offshore currents.

Family
A dwarven male Pater Familias rules the immediate family, constituting his wives and children. The Pater Familias typically takes multiple wives, especially upper-class Ithai. For the aristocracy these marriages are mostly political, and sometimes they will even take wives of other races as a gesture of friendship and allegiance.

The Clan is the closest idea to an extended family. Since all respectable Ithai can trace their lineage back to one of the 12 Fathers of dwarfdom, all members of the clan are considered extended family. Owing to the desire to keep Clan bloodlines strong, relations between clansfolk are often approved and encouraged that elsewhere would be deemed incestuous and immoral.

Amongst the upper class, family connections and responsibilities are extremely important. They establish prestige and honor, which are powerful social bargaining chips. If the Pater Familias or his clan falls out of favor with another, that clan may decide not to recognize a marriage of one of their women to the Pater Familias. While this may not hold water legally, the gesture is an affront to the honor of the Pater Familias, and in some cases may leave him socially bankrupt.

Death and Burial
Ithai of the Empire are buried in the ground. Save for a monuments to great rulers and to the very wealthy, people are typically put directly in the earth. Dwarves tend to feel a keen connection with the earth, and as such, it is seen as disrespectful to separate him from the earth with a box. Even the Emperors are buried in direct contact with earth, as they are laid to rest in stone sarcophagi, which are filled with earth, before being holed up in their elaborate tombs. For the ordinary Ithai, it is customary to lay the deceased into the tomb as he is, and to place a headstone to mark the site. If he died in battle, he is buried with his weapon. If he died working, he is buried with his tools.

The Issacharian burial customs have been a boon to the empire during the plague, as infected corpses are removed from the live population easily and inexpensively.

Crime
As all cities, nations, and empires do, Issachar has a seedy criminal underbelly. In an interesting echo of the social structure of the topside Empire, thieves tend to organize into guilds which regulate territory, targets, and the nature of thefts and heists. There are likewise guilds of assassins that determine accepted weapons, safety regulations dealing with and handling poisons, and how public or private killings should be. Syndicates set price caps on illicit substances, be they of permanent illegality, or do to trade embargo.
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Tangential

Who discovered Alchemical Phlogiston? Is it volitile or requring special care to transport or use? Is it rare, similarly, is it a finite resource? Does one harvest A.P. generate it with artifice? Would A.P burn through stone and similiar materials?


What is the scope of knowledge of The Miasma? Is it particularly feared more or less by certain demographics; if so who and why? Does it truly keep most people inside most of the time? What impact does that have on civilization? What happened to the fox?
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Seraph

Quote from: JaercWho discovered Alchemical Phlogiston? Is it volitile or requring special care to transport or use? Is it rare, similarly, is it a finite resource? Does one harvest A.P. generate it with artifice? Would A.P burn through stone and similiar materials?


What is the scope of knowledge of The Miasma? Is it particularly feared more or less by certain demographics; if so who and why? Does it truly keep most people inside most of the time? What impact does that have on civilization? What happened to the fox?
Aha! I'm glad you asked!

Phlogiston was discovered by Phloxis the Alchemist, for whom it has been named. It is the particle of pure elemental fire, responsible for such processes as rusting in metals and combustion. Any material that can burn or rust contains phlogiston in some degree, though the amounts vary. A curiosity of Phlogiston is that it seems to require air as a catalyst for ignition, and water as a catalyst for rust. Since it is present in so many materials, it is not exactly rare, but it is difficult to extract in its pure form, which makes it rather expensive.

Phlogiston, given time, is hot enough to burn through most materials, which makes handling it difficult and dangerous.  However, since it needs to be exposed to air to burn, it can be bottled and thus kept at safe temperatures.  In this state it is a glowing gel, resembling magma, and is sometimes known as Alchemist's Fire.  One must still take care with these, however, as damage to the container can result in conflagration, and phlogiston fires are notoriously difficult to extinguish.  It is often kept in steel containers, rather than in glass vials, as they are less prone to breakage.

Phlogiston is extracted from its source materials in a, alchemical process analogous to metallurgy.


With regards to the Miasma, it is less feared by the Whurilai Clan demographic because they are batshit insane.  Some of them even go out looking for it, just to see what it does to them.

The awareness of the Miasma is pretty widespread.  It does not necessarily keep people indoors, but it tends to keep people within the walls of their cities.  Those who live outside the cities are generally by necessity forced to be outside, and thus at greater risk.  To minimize the risk, they tend not to stray far from their homes.  There has been a trend over the past 100 years towards a higher number of smaller farming plots.  Those entering the city selling crops are suffered out of necessity, but are treated with suspicion.

As for the fox?  It was taken some ways away, abandoned, and left to die.  What happened after that is unknown.

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Brother Guillotine of Loving Wisdom
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Steerpike

[blockquote=Drama Llama]--In 16th Century Venice, workers and artisans would gather several times a year, arm themselves with sticks, and battle for possession of a bridge. This would often happen on Sundays, or on Holidays, and was known to garnish spectators.[/blockquote]I didn't know this, it's fascinating!  Do you happen to know which bridge, or if this event had a specific name?  What was the significance of possessing the bridge?  How did possessing it earn the workers/artisans more money?

With regards to recent posts, the Miasma is really cool and creepy!  Has it ever engulfed a village or something similar?

With regards to robber nobles, do these guys still have old feudal estates that they're just refusing to sell, or is the idea those properties have long ago been sold for funds?

Also, I really like your elves!

Tangential

How does Phlogiston interact with the catalyst of earth, if at all?

What is the expereice of a trance-state like from the perspective of an Orator. What does being a saint connotate in Avayevnon?

How much contact causes madness? Hours? Years? How does this impact a 'gifted ones' desire to be involved with uttering the Word? How frequently are orators found outside the priesthood's formal structure? If it happens/is common ow are these heretics regarded?

"If he died in battle, he is buried with his weapon. If he died working, he is buried with his tools."
I love this. Do dwarves draw much of a cultural line between tools and weapons?

Under crime you mean 'due to trade embargo' not 'do. /picks a nit

Steerpike: They were called the battagliola. This essay is a useful jumping off point for research related to them - http://www.thearma.org/essays/BridgeWars.htm
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Seraph

Quote from: SteerpikeWith regards to robber nobles, do these guys still have old feudal estates that they're just refusing to sell, or is the idea those properties have long ago been sold for funds?

Also, I really like your elves!
Thanks.  

With regard to robber nobles, bear in mind that the ideas in that post haven't really been fleshed out yet, not even in my head, so this may all be subject to change:

I think a number of them are still holding on to their estates.  It isn't that they don't make money, but that they don't make enough, which is why the nobles have had to branch out into crime.  There is a lot of family history attached to those old estates, and in a twisted way, I think selling them would feel more of a slight to their family honor than becoming an outlaw.

Quote from: JaercHow does Phlogiston interact with the catalyst of earth, if at all?

What is the expereice of a trance-state like from the perspective of an Orator. What does being a saint connotate in Avayevnon?

How much contact causes madness? Hours? Years? How does this impact a 'gifted ones' desire to be involved with uttering the Word? How frequently are orators found outside the priesthood's formal structure? If it happens/is common ow are these heretics regarded?

"If he died in battle, he is buried with his weapon. If he died working, he is buried with his tools."
I love this. Do dwarves draw much of a cultural line between tools and weapons?

Under crime you mean 'due to trade embargo' not 'do. /picks a nit

Steerpike: They were called the battagliola. This essay is a useful jumping off point for research related to them - http://www.thearma.org/essays/BridgeWars.htm
Earth is a reagent, not a catalyst.  Phlogiston tends to be tied to, and to act on substances that would be classified as "earth."  Phlogiston (Fire) creates an effect on Earth when exposed to Air or Water.  

Of the experience of the trance state from the point of view of the orator:
[ic=Brother Marchazon of Famril]'It's like looking into the sun.  You lose all sight and act on instinct.  He guides your hand.  You speak His words, and while you can't make out what you are saying, the voice that speaks from your mouth is not your own.  But you aren't listening anyway; you just give yourself over to the will of Sôl.  He enters on your breath and fuses with your soul, filling you with light.  You don't feel pain, or fear.  All you feel is Him.  Soon all you can think is Him alone.  And you realize that He is everything, and you are invincible, because you are a part of him.  You realize the fallacy of the individual.  There is no you and me.  We are all just a part of the greater spirit.  All that matters is the truth of his Word.'[/ic]

As for being a saint, it has less to do with your conduct, and more to do with being chosen.  You are seen as someone godly, someone of power, since you have been chosen to speak the Word direct from the mouth of God.  Of course, when you've been chosen by God, whatever your conduct, your actions tend to be condoned.  I am, however, interested in alternate terms than "saint." If I can come up with one that works well enough, I'll let you know.  Of course, if you have suggestions, I'd be interested in hearing.

Most who find themselves called to Oration find their way into he fold.  Those who are chosen show signs of it early.  They don't merely wake up one day at the age of 31 and find they've been possessed by God.  The formal structure of the church tends to draw most of them in.  Their orator status means they tend to rise through the ranks quickly, as long as they are considered to be genuine.  There are a considerable number of fakers.  Some of the fakers are convincing enough to rise up with the legitimates, and some of the chosen get left behind or burnt with the liars.  

I'm not sure if you've read anything of the Church's stance on heresy, but their catchall response to it is "burn them."  Orators outside the system tend not to last long.  When the strain of contact with a deity is slowly tearing your mind apart, to have everyone around you convinced that you're a nutjob doesn't help your mental stability, especially when they want to kill you for it.  The ones that manage to not get burned straightway for heresy either have a breakdown and kill themselves, do something stupid that results in their death, or retreat from the world and wither away.

How long it takes to go mad can vary on the vessel.  Some Orators maintain a relationship with Sol for decades before their minds turn to jelly.  Some only last a few years.  In some rare cases, the initial encounter shatters them.  It is often assumed that Sol tests his prospective Orators before choosing them absolutely.  If they cannot take it, then they are not worthy, and Sol does not continue to speak through them.  This does not mean that in their madness they do not still spout gibberish and attribute it to His possession, invent divergent personalities, or develop schizophrenia.  



Dwarves draw enough of a distinction between tools and weapons that the Bachara (working class/3rd Estate/peasant dwarves who cannot trace their family history back to the 12 Clans) are legally prohibited from carrying weapons, but can carry working tools that are fully capable of being used as weapons.  The intention with which the object was created is legally significant.  In line with this way of thinking, to kill someone with an object not meant for that duty is seen as an insult to the honor of the craftsman.  While the legal system may not judge the killer more harshly for this, the craftsman and his clan just might.  Using a tool of trade as an instrument of death is a good way to get a mark on your head with one of the Clans.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
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Bardistry Wands on Etsy

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