Thr (The Primal Mountain)

Intermediate Power, Neutral Good
 
Prime Portfolio Item: Guardianship
Secondary Portofolilo Items: Protection, Commerce and Fortitude 
Areas of Influence: Trade routes, Endurance and Mountians
Aliases:  The Mountain, The Peak
Allies: Terrarie, Hesneen and Celenia
Foes:  Ballog, Corathal and Syth
Symbol: A single peaked mountain emblazoned from behind by the Eye of the Creator (the sun)
Holy Book:  None
Worahiper Alignment: LG, NG, CG, LN, N

    Thr is the first and original peak on Kyranath. He came into being to secure the lands together with his unyielding might. As part of his duties to his worshippers and the other gods he has guardianship over the world and protects it from anything that would destroy it. He is a steadfast defender of the greater balance of nature and the health of the environment.  Any that would exploit or attempt to make any part of the world uninhabitable is his enemy.  He has failed at times in the past and the world has seen great devastation.  Any brief distraction from his duty can allow a window for other evil or chaotic gods to cause harm to the world.  It is during one of these brief moments that the destruction of the island continent of Sythal was destroyed and the Great Sea made tumultuous.

The Church
 
CLERGY: Clerics, Specialty Priests (Mountainlord), Paladins and Rangers.
CLERGY ALIGNMENT: LG, LN, NG, CG, N
TURN UNDEAD: C: yes,   P: yes
CONTROL UNDEAD: C: no,    P: no

    All clerics and specialty priests of Thr receive Thardferrian Religion as a bonus non-weapon proficiency.
    Rangers who follow Thr gain access to the Elemental Earth sphere instead of the Plant sphere and also get minor spheres of Guardian and Protection.

Clergy of Thr have these basic tenets to obey above all others:

    As long as the clergy act with these in mind, Thr will favor them and grant them his power.

Dogma and Beliefs:

Guardianship - As the God of Guardianship it is important to Thr that his followers are watchful for others that are unable to protect themselves and lend aid when it is needed. Priests are sworn to help those in need of protection and give aid to those that are threatened.  Many rulers and people of authority follow Thr as he is the provider of guardianship and authority over others. It is the solemn duty of a royal follower of Thr to give protection in trade for obedience and for those protected by such to be loyal to their lords.  Royalty is a privilege in the eyes of Thr not a right and it is only given so long as the ruler is true to his duty. A person in authority that does not use his power to aid those that are under his care may find themselves in trouble with the church of Thr and Thr's priests working to overturn his rule.
    As guardians the follower's of Thr are society's protectors, but they are more aloof, keeping themselves from the pressures of urban life and its complications. Within most societies there are usually already protectors and guardians that are set to uphold the rule of order. The followers of Thr; priests, rangers and mountainlords travel to the areas outside of these protected centers and seek to aid those that are without guardians. Many guards, be they in the cities or on a caravan or traveling a border and other vocations that provide society's protection are followers of Thr.

Conservation - The continuation of the natural order, the ability to have the world be a safe place to live and provide for all people, forever, is also their concern. This makes the follower of Thr, what most would call the salts of the earth, those who make a living off the land and try to provide for others while not going so far as to harm the natural order. Farmers, hunters, fishermen and others that make their livelihood off the bounty of the earth are followers of Thr. They are careful not to overuse or drain resources so that they will always be there for future generations. Only when the balance is disrupted does the follower of Thr become concerned. Given this view of things, the followers of Thr tend to be good or neutral in alignment. Priests of Thr are more concerned for others than themselves and so are usually not chaotic and are never evil.
    Priests of Thr are charged with protecting community,  mountains and natural resources.  It is not their duty to stop the world's resources from being used, only to regulate the use of them so they will survive.  By association, they are also responsible for the followers and their animals that are part of the success of community and teach and spread the knowledge of the proper use of natures resources and how to luse them without abusing them. The Priests of Thr recognize that all creatures (especially intelligent races) need food, shelter, and protection from harm. Hunting, farming and fishing to provide food as well as the cutting of lumber for the building of homes and other needed comforts are logical and necessary parts of the the creation of community, as is the use of ore and the mining of stone and metals to further build a society. However, the priests of Thr do not tolerate unnecessary destruction or exploitation of nature and its resources for profit.  Clear cutting, strip mining or the flooding of areas to create reservoirs would bring the ire of the followers of Thr down on those that would practice these means of collecting resources. It is well known that priests of Thr are very unforgiving but very patient and will bide their time when necessary in able to bring punishment to those that would abuse the world's resources in this manner.  Followers of Thr are not afraid to enter combat with those that threaten communities or the people and their lands. They do not relish battle as the followers of other gods, but realize that combat is sometimes necessary and are trained to such effect. They feel that battles tend to do more harm than good to the people and land, and try to avoid combat when possible.
    The followers of Thr use their reverence for the earth and nature as a guideline as to what is needed for society to progress.  Many are craftsmen and merchants that would see that more of the bounty of the world is able to be gained by more people.  In this way Thr has influence over commerce and the means of trade and bartering that allows society to grow.  The followers of Thr will travel the roads of Thardferr guarding these trade caravans and protecting the fre movement of trade and pursuit of commerce throughout the lands.  As society becomes to large to sustain itself on the resources around them, they turn to their neighborrs for trade.  To protect society and the worlds resources,  Thr uses commerce and trade as a means of balancing need and so allowing fora as many as posible to be able to get what they need to prosper.

Guidance - The faithful of Thr are always ready to give council  to those that seek it, regardless of faith or social standing.  They do not tend to preach to others about their own beliefs, believing that they can spread the word of Thr better by deed.  Thr’s priests are often sought out by miners and farmers, who wish to ask the priest to draw upon his vast knowledge of the world's resources to help them successfully mine minerals or prepare for the next planting.  Thr's priests are often called upon to bless a new trade agreement or help to adjudicate over some argument about fair barter. Teaching others how they can live and be at peace with nature and each other and still make a livelihood is one of the main duties of the priests of Thr.

The Mountain - Mountains are a symbol of stability and majesty.  They represent a pennicle to be reached and as a symbol of strength and permanence give feelings of guardianship and a watchful eye over the folloers of Thr. The follower of Thr will try to maintain and live a clean and pious life. Unlike their ally in the followers of Terrarie, they are not usually associated with the emelment of earth, they do not seek their inner stolidness but find where they belong in the world and hold to it with endurance and reverence . The Mountian is an aspects of the Guardian as the followers of Thr look up to the mountain as something that watches over them and gives them a feeling of belonging.. It is a land mark, a point of origin and a place to travel, climbing it embodies endurance and skill and the goal of being the best you can be. Society and community grew around these ideals in dwarven community where the church originated and so the mountain remains an important symbol of Thr even with those not of the dwarven race.

Preparation for War - Though the followers of Thr are not warriors they are trained so as to defend their beliefs and the followes not trained for combat.  As part of their beliefs Thr's followers will fight for their freedom to live and work the lands and will defend the lands from harm and overuse.  Priests must be able to defend those that cannot defend themselves.  In their place as guardians they must have skills in combat to do this.  Priests of Thr are not warlike and will avoid battle if possible but will take up arms and lead others in war should the necessity arise. In some cases, the followers of Thr and the priests will even fight against the lawful order as they see law as a means to the greater good not as a force to guide your actions.  Though they will not arbitrarily break laws they may take the side of the unlawful if they are being mistreated by lawful authorities or those using law to perpetrate evil.

Missions - Thr's followers are duty bound to live in harmony with the world and protect it for the future.  Nature's abundance is there for all to use but should not be exploited or ruined.  As followers of Thr you must be protectors of that which cannot protect itself. Be it children of any race, animals or natural resources, the Followers of Thr must give them protection from those that would harm them.  Guardianship and the rules of society are what gives Thr and his followers a nobility that allow them to be leaders.  Those that follow Thr and his teachings tend to be more giving leaders and put the safety of their own followers ahead of themselves.  In this capacity the followers of Thr will take upon themselves missions to improve their surroundings or to aid in the improvement of other areas at need.  Many will seek out the needs of one community and then search out where thoese needs can be gained and open up trade between the two communiites.  Thr's proests may be found in far off lands attempting to negotiate an opening of trade routes or looking for resourses that may be needed by another community.  They have the belief that to leave an area in which they pass in a situation that is worse than it was before they arrived or in need for lacking some resource that they need as the greatest of failure to their God.  Many will pursue a means to justify this failure and correct the situation for as much time as it takes to do so.

In Honor of Thr

    In following Thr, the clergy have 2 obligations, to honor Thr and  and to protect those that follow him. Each of these obligations are detailed below.

1.  Honor to Thr
    This part of Thr's religion has 3 separate parts: Worship, Guardianship and Monument

A.  Worship
    All clergy of Thr must twice a day, upon sunrise and sunset, spend one hour contemplating the grandeur of the earth offering homage to Thr. In addition, clerics must tithe to Thr once each season and Mountainlords must double tithe.  The tithe can be of service to the church rather than in money.  This tithe could be the act of maintaining or repairing a Shrine, or helping in farming or other usual tasks to aid the followers of Thr.

B.  Guardianship
    As guardians of community, the clergy of Thr are to give protection and succor to all that need it. For one week out of each season the clergy of Thr must give service to a community in what ever means they can.  At times this may be as a soldier against a hostile force or as a simple farm hand at time of harvest.  The time spent may be longer if the need is sufficient, but the clergy of Thr will not settle in one place for too long.  The need of the many call the clergy of Thr to travel and help as many as they can.  The clergy is sworn to aid in building society to a state were it is no longer needing of protection but lives in peace with itself.  The sanctity of the home and marriage is of the greatest importance to Thr, in that society is more at harmony when each takes care of and keeps to their own. Female clergy are to remain chaste and virtuous, guarding their innocence and virginity, until such time as they are married.  Males are to marry only once and honor the vows of that marriage until death.

C.  Monument
    This obligation applies to those clergy that attain 9th level. Clergy of Thr that reach this level must construct a monument out of stone. This monument may take the form of a building, statue, bridge or road, anything that would honor Thr and his followers. The monument must be made out of at least 1000 cu ft of stone. The clergy must construct the entire structure alone, though he may have supplies brought to him by others. He must do all the workmanship and labor himself, though he may use clerical magic to aid him. A cleric or Mountainlord who fails to do so will not be allowed to advance to level 10 until he or she accomplishes this goal to Thr’s satisfaction. (Note: Rangers are not bound by this obligation)

2. Protection
    The clergy of Thr is obligated to always defend the land and uphold community. They must protect those that peacefully dwell within society from those that would do them harm. They must seek to aid those that live at peace with the world from being harrassed by the evil that lives within it. They must provide protection and lend aid in seeing that trade is allowed to proceed without harassment where ever it is desired.  If for any reason a clergy member willingly does not attempt to fulfill this duty, that member will immediately be stripped of all clerical powers until atoned.

Major Centers of Worship/Holy sites

The Temple of the Peak
    The only temple to Thr lies in Khardfee in the city of Sorrowtown. The last head of the temple in Sorrowtown was the High Priest Dargun Stonebeard (age 327).  This Temple was built from the stone off a high peak of a mountain in the Durlock Range known as Thr's Shoulder. In recent times it was desecrated and parts of it destroyed. The schools and priests dormitories still stand but the Temple itself was razed. The High priest was killed. The followers of Thr are now trying to raise the funds and find the skilled masons and stone carvers with workmanship worthy to rebuild Thr's Temple.  However, as stated above, there are many shrines of Thr located in the various wilderness areas of Thardferr ans well as in large Trade halls or in markett squares.  Because of Terrarie's allied status to Thrand their sharing in the wish to protect the earth and the honor they both give to mountians, the worship of Thr can be made in any of Terrarie's temples if there is a priest of Thr in attendance.

Thr's Ear
    The holiest site of the followers of Thr in Kyranath is the shrine in Thr's Ear.  It is at this place that the god is closest to the world and direct communication with Thr can be achieved by those with the right amount of faith and devotion.
    In the Center of the Durlock Mountains is the highest peak, known as Thr's Shoulder. After many arduous weeks travel and climbing, surviving on your own skills alone with no ready provisions, a perspective Mountainlord or priest of Thr must find there the shrine to Thr in a natural cavern. It is called Thr's Ear. Within this shrine the Mountainlord or priest must pray and supplicate himself to Thr, who will then judge him. If he is found worthy and the god believes him to be the most capable leader then the Mountainlord or priest will be accepted into the highest ranks of the church. The appointment by Thr is communicated to the High Priest, The Great Mountainlord, the Grand Mountainlord and the person that is to be replaced.

Worshipers

    Any class or profession may worship Thr, though it is rare for rogues and mages to do so. Thr finds most of his worshippers from the multitude of people that make their livelihood off the land, mostly farmers, hunters, fishermen, ranchers, herders, lumberjacks,and miners. Most worshippers are either dwarven (30%) or gnomes (25%) but a great many orcs and humans (about 10% each) also worship Thr. Of course, anyone of any race can and do worship Thr. The majority of worshippers (human, gnome, and dwarf) either reside in or near Khardfee and Alderd, thus while traveling in this area one can easily find worshippers of Thr.  Orc and halfling worshipers can be found in the hills and mountains of Ruch.  It is rare for either a goblin or elf to worship Thr but it is not unheard of.
    A second type of follower is the ruler of aland that sees the duty of his authority to his people and would provide for their protection. This includes also the local contsable and city guard or the king of a Realm. Each has the authority to control and punish others and worship Thr to gain the endurance and guidance needed to do it well.
    Thirdly, many merchants and traders or shop owners worship Thr and ask for his blessing to have good sales.  Caravan and traveling traders give Thr worship and ask for safe movement of their goods and a decent profit at the end of the trip.  Many of  those that work as guards and other protectors of the trade routes and caravans are followers of Thr.

    Thr requires from his worshippers that they respect and protect the land, and live in harmony with it and each other, building community and a society that lives in peace. If they have problems or do not understand how to live peacefully and in harmony with the land or their community or they find it goes beyond their capability, they are to call on the clergy of Thr who will take care of the situation or instruct them. Many leaders of communities find the worship and teachings of Thr to also guide them in being better rulers.  Some mayors, governors, guild masters, judges and even kings are found amongst the worshipers of Thr.
    Normal everyday worshippers of Thr appear as most normal folk, wearing nothing to commemorate their worship of Thr. But some carry a talisman or wear a symbol of the god.  The standard symbol is a raised triangle peaked upward on a round backing. Typically, if it can be afforded, it will be a silver triangle on a gold backing or a triangular flat stone set in a gold circle. Many cloak pins are made this way.

The Thrian Order

    The Church of Thr as a whole cannot be called an organized order. It is filled with individuals that act as the guardians of the land, community and those that live within it. The followers of Thr are spread out and rarely work in large groups with the exception of Thr’s only temple in Sorrowtown and the lone Order that maintain it. You can also find a small group that see to the worshipers needs within the towns and cities. The Temple was destroyed and it is now part of the duty of all followers of Thr to see to its rebuilding. The Order that maintained it is now in charge of the remnants of it and the rebuilding. There is still the Temple schools and the living quarters of the clergy left standing.
    Like most of the lesser gods, however, Thr has many shrines dedicated to him throughout Thardferr. These are found in remote sites usually marked by some natural rock formation or cavern and upon infrequented mountain cliffs and plateaus.

    The clergy of Thr is found in four seperate orders; one is very structured and found only at the Temple of the Peaks, the other are stationed in towns and cities. the last two are free ranging and found most anyplace in the world.

The Order of the Peaks
    Clergy of this order is found only in attendance at the Temple of Peaks.  They are the teachers and maintainers of the only temple of Thr and also are the clergy that are allowed to serve the needs of Thrian who come to the temples of Terrarie.  They typically wear a brown robe of home spun wool that matches the color of rich earth. They also wear a separate hod made of the same fiber and color usually thrown back off their heads while indoors.  The robe is belted at the waist with a wide black belt or girdle. When on duty in the temple their wear on their chest a triangle or peaked mountain shape embroidery of silver which is emblazoned by the Eye of the Creator (the Sun) in gold from behind. This is on a Tabard of white worn over the brown home spun tunic and under the girdle. Most clergy will wear only leather armor though they are allowed to wear armor of any type during times of strife. Their favored weapon is the war hammer and footman's mace.

The Order of Guardians
    Though most clergy of Thr are not cosmopolitan, there is a need for clergy within some cities.  Royalty following Thr as well as others that make their living in urban areas also need spiritual guidance.  So Thr has the Order of Guardians which serve within towns and cities of Thardferr.  These are called Archons.  Archons can be found in most any large city throughout Khardfee, Tuth and Lithar. A more limited number can be found in Alderd or Ruch.  The Archon wears a white tunic covered by either a ceremonial breast plate of polished metal or actual banded or plate armor.  The breast plate has the triangle within the circle symbol of Thr fashioned upon it.  They carry a staff topped by a silver triangle within a circle of gold. In some smaller towns and villages, the Archon may also act as a constable or keeper of the peace.  Elsewhere they serve the needs of the urban followers of Thr and some serve as advisors and judges.  Their favored weapons are the war hammer and footman's mace.
    All Paladins of Thr belong to the Order of Guardians. They are considered Archons as well and many work with the city guard or town peace keepers. They wear a tabard of white over their armor belted with a wide black girdle.  The symbol of Thr is embroidered over their chest and painted on their shield. If serving some other lord in the capacity of peace keeper they will have the upper right angled side of their shield painted with the symbol of Thr and the rest of the shield bare the device of their lord or patron. Paladins of Thr almost always wear plate mail of available but will wear the best armor they can either afford or gain. They can use any weapon though they prefer the Bastard sword or two handed ax or use battle ax, broad sword, footman's pick, morning star and shield.

The Order of the Hill
    The clergy of Thr found in the mountains and wilderness areas watching over the spiritual needs of those that make their living in those areas far from towns and cities.  They are known as the Shepherds.  Their typical dress is not much different than that of the Order of Peaks except they wear long tunics instead of robes, breeches and sturdy boots.  They have no tabard but instead only have a white scarf embroidered with the symbol of Thr on both ends. They wear this around their neck hanging untied to the front when they are performing duties for the church, rituals or seeing over any celebrations. Also, the Shepherd will carry a shepherds crook which has a triangle carved into a circle on its hooked end. The Order of Shepherds typically wear only breastplates, bracers and greaves of hide but can wear armor of any kind at times of need.  Their favored weapon is the staff and the footman's flail.

The Order of the Mountain
    These are the elite Priests of Thr. They have no station and are, by code, always traveling and are almost never found together in a group. Known as Mountainlords, they can be found in almost any type of area or place and can be found to be wearing any vestment that may assist them in their duty as protectors and guardians of all. They will typically have a holy symbol such as many followers carry. It is worn by a chain around their necks and tucked under armor of clothing or is etched into armor or painted on shields. Rarely, it will be mounted on the end of a staff as the Archon or embroidered on a pennant or flag. Mountainlords will usually only wear lighter armors like leather or ring mail though they are allowed to wear any armor at need.

Other Orders
    Many orders of rangers follow Thr.  One of them known as 'Mountainmen' protect the ranges of the Icy Mountains in Northern Tuth.  Others protect the Thorn Wood and range the Krakza and Larduum hills.  These rangers, humans dedicated to Thr, maintain the peace and natural state of such places they roam.  It is their duty to protect those that would live in peace with the earth and protect them from unnatural threats.

Church Hierarchy
"All that exists in this world exists because the world exists and the world exists because of Thr." - Goran Hardstone, High Priest of Thr (407 to 512)

The hierarchy within the church of Thr consists of the High Priest, his three Advisors, and the Council of Peaks, made up of 7 members. The Council of Peaks takes its name from the seven great peaks of the Durlock Mountain Range. This council and the High priest maintain the temple and coordinate the wandering priests of Thr. The High Priest is known to all worshippers of Thr, as are the members of the Council of Peaks, but the 3 Advisors are kept hidden and known only to the High Priest and the Council.

Upon the death or inability to continue on the part of the High Priest, the most senior Advisor becomes the new High Priest. Advisors are selected by the current Council, from all eligible candidates, based on wisdom, service and experience.

If a Council member dies or is promoted to become an Advisor, then the remaining 6 Council members and the High Priest will look at potential candidates. The one with the most faith and capability gets the seat. If a major catastrophe (like that which recently happened in Sorrowtown during the Dwarf/Orc War) occurs and there is not enough or any of great faith or capability to be found to fill vacant positions, then the highest ranking (not highest LEVEL) priest of Thr remaining alive will become de facto High Priest or gain the opening until such time that the council can find a more capable replacement. At any time a priest of Thr may seek Thr's Ear and gain a place on the council or as an advisor. (see Thr's Ear.)

The structure of the church was first initiated by dwarves and as such has some strange formalities in it's upper levels. Only those most favored by Thr can reach levels of importance and power within the church. Only retired Mountainlords will be the ultimate leaders of the church. In order to be made a leader of the Church, a Mountainlord must seek approval of Thr by pilgrimage to Thr's Ear.

Following is a description of the levels of hierarchy in the Church of Thr.

Initiate: This is the most common type of clergyman in Thr’s church. These are the average, non adventuring cleric which make up the main part of the church. Most either serve at the temple in Sorrowtown, or several will gather together to work under a single Prelate (detailed below) to maintain a shrine.

Prelate: This level of cleric is attained when an Initiate has successfully served for seven years and passes a rather simple test, based on his knowledge of the religion and his own wisdom. They are the typical cleric found maintaining a shrine or working in the Temple of Peaks .

Comirii: The level is also what is commonly known as priest. These clerics are the equivalent of Prelates, but are different in that they are adventuring priests, traveling and spreading the ideals and teachings of Thr throughout the Realms. A Comiron is charged with going out into the world and actively defending the land and spreading the way of Thr. Once they take on this assignment they may not do else for seven years. Their advice is heeded, but they hold no actual authority within the hierarchy of Thr's Church.

Mountainlords: These are the specialty priests of Thr, the most honored adventuring priests of this church. Only one in ten Initiates has the capability to become a Prelate and only one in five Prelate ever elect to become Comirii. Of these only one in seven has the capability to become a Mountainlord. These honored priests are the most faithful and devoted of adventuring priest in the church. They can attain higher stations in the hierarchy, nothing prevents this. However, Mountainlords seldom do. They tend to prefer the freedom they receive by being out in the world. Thus, Prelates and Comirii after serving their assignment tend to advance to the higher levels in the hierarchy. And yet only those Mountainlords who chose to give their undivided devotion to the maintenance of the faith can hold the highest places in the church. (Note that such Mountainlords are non-adventuring priests. Either they have retired from the adventuring life, or they have forsaken it to pursue a more religious path within the Church hierarchy.)

Arch-Prelates: These esteemed priests have the same duties as a Prelate, except that they are in charge of several shrines at once, all within a certain region. All the Prelates under their control answer to their respective Arch-Prelates. The Arch-Prelates answer to the Council of Peaks for guidance and report the needs of their regions to them. Arch-Prelates are Prelates who have made a pilgrimage to Thr's Ear and been found faithful and capable. Upon success, a Prelate may become an Arch-Prelate (Either a cleric or Mountainlord may become an Arch-Prelate.) Arch-Prelates are, of course, required to give up adventuring in order to tend to their hierarchal duties.

The Council of Peaks: There are only 7 members on this Council at any time. These are usually attained from the most senior of Arch-Prelates, but any priest of Prelate rank or higher may petition for a seat on the council and the council does sometimes consider petitions from candidates who have shown tremendous ability of less than Prelate status. But only those who have made pilgrimage to Thr's Ear may sit on the Council of Peaks. They do not have to make a separate pilgrimage for this unless they wish to replace a council member already in position. If there is an opening then any who has become an Arch-Prelate may be appointed to the council by unanimous vote of the remaining council members. Any may attempt to become part of the council through a pilgrimage to Thr's Ear. The Council of Peaks obviously have duties that prevent them from adventuring.

Advisors: There are only 3 Advisors at any time. These Advisors answer directly to the High Priest. When a High Priest steps down or dies, the most senior Advisor becomes the new High Priest. The most senior member of the Council steps into the open position and becomes a new Advisor. The advisors cannot be adventurers due to the demands the office of Advisor places upon them.

High Priest: There is only one High Priest and he is the leader of the Temple. The High Priest remains so until he dies, steps down, or is deemed unable to perform his duties due to injury or illness. If the last is the case, it takes a unanimous vote of the Council of Peaks in order to remove the High Priest. The High Priest can also be replaced by any who make a pilgrimage to Thr's Ear and are judged by the god worthy of the position and more capable than the current High Priest.

High Mountainlords: The opinions of the High Mountainlords carry tremendous weight with the hierarchy of the Church. They are often consulted when they are present, though they are often adventuring, heroically doing Thr's will. Invitations are always offered when meetings are conducted and a High Mountainlord is in a position where he could attend. Occasionally a High Mountainlord retires from his Adventuring carrer in order to become a full member of the Church's hierarchy.
“All that exists in this world exists because the world exists and the world exists because of Thr.” - Goran Hardstone, High Priest of Thr (407 to 512)

High Mountainlords

    There can be only seven 9th-level High Mountainlords in the hierarchy of the church of Thr. A character cannot reach 9th-level unless he takes his place as one of the seven High Mountainlords. This is possible only if there are currently fewer than seven High Mountainlords or if the character makes the pilgrimage to Thr's Ear and is judged more capable than the present High Mountainlord in the favor of Thr, thereby assuming another Mountainlord's position. If the supplicant is found to be less capable than the Mountainlord he attempted to replace, his experience points are dropped so that he has exactly 110,000 remaining (just enough to be 8th-level). The one he replaces will suffer similar loss of experience when they are replaced and must seek atonement through adventure once more and make their own pilgrimage to region their lost position.
    The precise details of each judgment are not known. It may be a simple question or a trial of combat with a creature summoned for the purpose. The judgment will always have something to test the supplicants faith and ability to take a place in the church hierarchy or to replace another already there.
    When a character becomes a 10th-level High Mountainlord, he gains three underlings. Their level depends on the character's position among the seven High Mountainlords. The High Mountainlord with the most experience points is served by three initiates of 7th-level; the second most experienced High Mountainlord is served by three initiates of 6th-level; and so on, until the least experienced High Mountainlord is served by three 1st-level initiates. One of each of these three underlings will also be a Mountainlord.
    There are only three Arch-Mountainlords (11th-level). To become an Arch-Mountainlord, a 10th-level Mountainlord must again gain Thr's Ear or advance into a vacant position. Each of the three Arch-Mountainlords is served by one Mountainlords and two priests of 8th level. From among the Arch-Mountainlords, one is chosen to serve the Grand Mountainlord. He retains his attendees but is himself servant of the Grand Mountainlord.
    The Great Mountainlord (12th-level) is unique. He, too, must have either gained Thr's Ear and was judged more capable than the last Great Mountainlord or replaced a vacancy in the position. He is served by three of the seven High Mountainlords of 9th-level.
    The highest ranking Mountainlord is the Grand Mountainlord (13th level). The Grand Mountainlord knows spells as if he were two levels higher (instead of the normal spell progression) and also can cast up to seven additional spell levels, either as a single spell or as several spells whose levels total to seven (for example, one 7th-level spell, seven 1st-level spells, two 2nd-level spells and one 3rd-level spell, etc.).
    The Grand Mountainlord is attended by seven other Mountainlords who are subject only to him and have nothing to do with the hierarchy of the church. Any Mountainlord character of any level can seek the Grand Mountainlord and ask to serve him. Three of these are from the seven 10th-level High Mountainlords who roam the world, acting as his messengers and agents. Each of them receives four additional spell levels. The remainder are normally Mountainlords of 5th to 8th-level, although the Grand Mountainlord can request a Mountainlord of any level to serve him and often considers applications from humble aspirants.
    The position of Grand Mountainlord is not able to be replaced by a pilgrimage to Thr's Ear as only the most faithful and capable will ever be picked to be the Grand Mountainlord. Instead, the Grand Mountainlord's successor is the acting Great Mountainlord. The position of Grand Mountainlord is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand experience points of such stuff, any adventurer worthy of the name probably is ready to move on to something else.
    For this reason, if the Grand Mountainlord reaches 14th level he can step down from his position at any time thereafter, provided he has a suitable successor.
    Upon stepping down, the former Grand Mountainlord must relinquish the seven bonus spell levels, attendees, higher spell level casting ability and any experience points gained after attaining 14th level.  He is now a 14th level Mountainlord, and begins advancing anew. The character may rise as usual from this point onward.

Ceremonies and Holy Days

Day of Sorrow (Tetranian 8th)
    The Day of Sorrow is when the faithful of Thr reflect upon the times Thr failed in his duties to the world. This day is marked by a ceremony held at the temple in Sorrowtown which commemorates the lessons learned through this lapse, that as the guardians of the land the followers of Thr must never cease in their protection and vigilance.

Day of Rejoice (Tetranian 9th)
    The Day of Rejoice is the day spent by Thr’s followers rejoicing the fact that Thr was able to reassume his duties after his brief lapse. This is a time of celebration, with another ceremony held at the temple of Sorrowtown which commemorates the unceasing vigilance of Thr’s protection over the land.

Planting, Harvest and the Rites of Renewal (various dates)
    The followers of Thr celebrate and respect the changes of the seasons and hold fairs and gatherings at the beginning of planting season, and on harvest.  They also celebrate the coming of the growing season after Winter has left.  Tests of strength and prowess sometimes highlight these celebrations.

Coronation Day (First day of Igors)
    As the God of Royalty the High Priest of the Temple of Peaks has the honor and authority to proclaim and crown the King of Khardfee.  This is celebrated the first day of summer? to commemorate the occasion and give thanks for the fair and just rule of the monarch.  Other Realms may also have their king coronated by a high ranking member of the Church of Thr on different days but it is on this day that all kings are celebrated by the followers of Thr.

Clerics of Thr

Requirement:         Constitution 9, Wisdom 9
Prime Requisites:   Constitution, Wisdom
Major spheres:   all, combat, guardian, healing, protection
Minor spheres:   animal, charm, divination, elemental,  necromantic, plant, summoning, weather
Bonus Proficiency:  Religion

Restricted Spell List for Clerics:


Specialty priests (Mountainlords)

Races Allowed:    dwarves, gnomes, humans and orcs
Requirements:      Constitution 14, Wisdom 9,  Charisma 12
Prime Requisites: constitution, wisdom
Alignment:          LG, NG, CG and N
Weapons:            type B weapons, picks and hand axes
Armor:                 any
Magic Items:       normal for clerics and fighters
Required proficiencies (optional): Mountaineering, Survival - Mountain (and at least one of: Agriculture, Animal Handling, Direction Sense, Fire-Bulding, Fishing, Hunting, Mining or Pottery).
Bonus Proficiencies: Religion (and if above option used, Endurance)

    The Mountainlord uses the normal level progression for the Cleric class.  After reaching 13th level, serving as the Grand Mountainlord and proceeding to higher levels, each level will cost 225,000 experience per level to maximum level of 20, if allowed to race.
    At Reaching 8th level and having given at least 7 years service to the Church of Thr, a Mountainlord may build a Sanctuary used in the protection of the land and the followers of Thr.  These may act as soup kitchens, orphanages, schools and meeting halls for the worshipers of Thr during times of peace and as fortresses and strongholds against Thr's enemies at time of war.  After such time as the Sanctuary has been built the Mountain lord will gain 2 to 7 initiate priests as followers wishing to become Mountainlords.  These will act as teachers and caretakers of those that come to the sanctuary until such time as they are ready to go out on their own.  The Mountainlord and the sanctuary will also gain 10 to 60 0-level follower craftsmen, farmers, husbandrymen and other skilled workers to come and maintain the lands around the sanctuary to make it self supporting.

Special Abilities:

    Dwarves and Gnomes may become multi-classed Fighter / Mountainlord.
    Mountainlords can cast spells originaly from the Guardian and Protection sphere as if they were 3 levels higher.
    Mountainlords gain a +1 to Hit, Damage and Saves in battle/events when they are defending their charges. These charges have to be set by a superior (royalty, leader, circumstance, etc) and not by the Mountainlord himself.
    Due to the influence of Thr over Commerce,.Mountainlords enjoy a +1 Reaction Bonus in situations where they are leading or influencing merchants and traders.
    Upon reaching 5th level, Mountainlords can travel over loose earth, sand, rock and shale without disturbing it.  They can travel on these surfaces and within mountains without causing rock slides or any sign of their passing at their normal movement rate.
Mountainlord's Code:
1. The Mountainlord cannot kill any animal (this does not include sentient creatures and races in self defenseor while protecting others) other than for survival.
2. The Mountainlord must give aid to any and all who ask him for protection against a threat or aggressor.
3. The Mountainlord may never leave a place without having made it some how better than it was before he came there.
4. The Mountainlord will not live in one place, other than in the service of the church or in duty to another they are protecting, for more than one season until after such time as he has served the church and Thr for 7 years.
5. The Mountainlord will not amass more wealth or possessions than he can carry on his own person and one horse.  All excess must be donated to the church or those followers he finds who are in need.
6. The Mountainlord will attend to the Temple of the Peaks and give service for one season at least once every 7 years and visit Thr's Ear at least once in his lifetime.
7. The Mountainlord may never build a stronghold till after having served the church for 7 years and reached at least 8th level.
Spell List for Mountainlords
1st Level  Bless * Create Water Not Reversible * Cure Light Wounds Not Reversible * Detect Evil Not Reversible * Detect Poison * Detect Snares & Pits * Endure Heat/Endure Cold * Invisibility to Undead * Protection From Evil Not Reversible * Purify Food & Drink Not Reversible * Remove Fear Reversible * Sanctuary
2nd Level  Aid * Augury * Barkskin * Chant * Find Traps * Goodberry Not Reversible * Resist Fire/Resist Cold * Silence, 15 foot Radius * Slow Poison * Withdraw * Wyvern Watch
3rd Level  Cure Blindness or Deafness Not Reversible * Cure Disease Not Reversible * Dispel Magic * Glyph of Warding * Magical Vestment * Negative Plane Protection * Protection From Fire * Protection from Lightning * Remove Curse Not Reversible * Remove Paralysis * Stone Shape
4th Level  Abjure * Cloak of Bravery * Cure Serious Wounds Not Reversible * Free Action * Lower Water Reversible * Neutralize Poison * Protection From Evil, 10' Radius Not Reversible * Repel Insects * Spell Immunity * Tongues 
5th Level  Antiplant Shell * Atonement * Coommune * Commune with Nature * Cure Critical Wounds Not Reversible * Dispel Evil Not Reversible * Raise Dead Not Reversible * Quest
6th Level  Antianimal Shell * Blade Barrier * Find the Path * Forbiddance * Heal Not Reversible * Stone Tell * Word of Recall 
7th Level  Holy Word Not Reversible * Restoration * Resurrection Not Reversible *  Symbol * Succor Not Reversible