Ruins of Adventure
Hoar
- Name: Hoar
- Allegiance: Gods of Disaster
- Portfolio: Hatred, Revenge, Retribution, Revolution, Torture, Poetic Justice, Patron of Beggars and Orphans
- Titles: The Doombringer, The Vigilante, The Two-Faced, The Revenancer, Lord of Three Thunders, The Poet of Justice, Hurler of Thunders, Friend of the Weak, Hand of Retribution
- Symbols: A coin with a two-faced head; A red tear-shaped gem; A black-gloved right hand; Three lightning bolts; A guillotine; A fist raised in protest
- Worshipper Alignments: Any
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Core Doctrine: No Justice, No Peace.
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Edicts:
- Maintain the spirit of the law, not the letter.
- All must be treated fairly under the law.
- All punishments must fit the crime.
- Payback violence with violence.
- Encourage others to pursue their own revenge.
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Anathema:
- Harming innocents.
- Ignoring anyone’s plea for justice.
- Allowing any harm done to you to go unpunished.
- Committing evil acts except as retribution for another’s evil.
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Edicts:
- Allied Faiths: Beshaba (lover), The Blessed Afflictor
- Enemy Faiths: Cyric, Mask, Tyr
- Pseudonyms: Assuran (in Unther and Chessenta)
Base Requirements
- Races: Any
- Classes: Cleric
- Ability Requirements: none
- Alignments: LN, TN, CN
- Starting Cash: By class
Proficiencies
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: Any Armor or Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Detection, Psionic, and Survival
- Bonus Proficiencies: Law, Religion, Tracking
- Required Proficiencies: none
- Recommended Proficiencies: Burial Customs, Dark Sense, Direction Sense, Endurance, Hunting, Inquisitor, Light Sleeping, Survival
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Combat, Divination, Fire, Law, Necromantic, Protection, Vision Quest, Weather, Zeal
- Minor: Air, Animal
Overview: Hoar is the lesser power of doom and retribution. Most of his clerics either have been wronged themselves or had someone close to them wronged. In any case, the culprit was either never caught or somehow escaped justice. The clerics of Hoar have dedicated their lives to obsessively pursuing evildoers who have evaded punishment. Although they are proficient in laws, a cleric of Hoar is well past looking for justice: He is looking for revenge.
Once an ally of the Gods of Law (Tyr, Torm, and Ilmater), Hoar turned his back on Tyr following the death of Ilmater on the Day of Black Sun. While he respects the Crying God’s successor, The Blessed Afflictor, for his harsh punishments, he resents Tyr’s abandonment of the cause of Justice in favor of absolute devotion to the Law.
In rejecting the more lawful and civilized aspects of his rival, Hoar has gained renewed power and worship as a righter of wrongs and patron of the poor and downtrodden. Clerics of Hoar can often be found fighting against the very power structures of law and order they once enforced, working to overthrow unjust regimes and ensure that all people are treated fairly under the law.
Description: Even the priests of a number of the evil gods do not look as intimidating as a cleric of Hoar. The priest carries all the signs of traveling far and wide such as sunburnt, craggy features, wind-tossed hair, and dusty boots and clothes. Most of them have extensive scars, eye-patches, or other external signs of injuries gained through their many battles. Clerics of Hoar have a piercing stare that seems to bore right through someone, as if the cleric can somehow look at someone’s inner self and see everything that a person has ever done.
Clerics of Hoar will use any weapon and any type of armor available to them. The only indications of their ecclesiastical status are the prominently displayed bronze holy symbols they all wear, which show a two-faced man, each face staring in opposing directions.
Role-Playing: Driven, obsessive, unstoppable, and with a burning desire to see evil deeds avenged, the cleric of Hoar considers himself Hoar’s appointed judge, jury, and executioner. As the of vigilante justice, Hoar is much like Tyr, but also his polar opposite, encouraging people to take the law into their own hands and combat crime but committing crimes themselves. A cleric of Hoar is motivated solely out of vengeance, either for himself or for the victims who cannot avenge themselves, and will use any means necessary to achieve his ends.
Special Abilities:
- Clerics of Hoar can Command undead.
- When a cleric of Hoar needs to exact vengeance for an unpunished crime, he sequesters himself in a night-long vigil. During this vigil, his prayers are punctuated by screams against the concept of unavenged evil and fervent pleas to Hoar for intervention. With the dawn, the cleric learns the direction toward his quarry (along compass points like north or north-northwest, but no distance is given). He also receives a vision of the target’s present whereabouts. The DM can describe visual clues only about the location and it is up to the player to pinpoint the site. No distance or magic exists that can hide targets from this vision. Once the cleric finds his quarry, one of them will die.
- If killed unjustly and not raised from the dead, a cleric of Hoar will always rise as a Revenant. The Revenant retains all of the abilities it had in life and remains a playable character. Once the cleric’s death has been avenged, the Revenant will rest.
Special Disadvantages:
- When a cleric of Hoar has a target in his mind courtesy of the vigil, nothing, no matter how important, can detour him from his all-consuming task.
- Once the cleric has avenged a victim, he must inform the victim in person that retribution has been made. If the victim is dead, the cleric must cast a speak with dead spell to inform the deceased about the mission. Clerics of Hoar cannot take up another vengeance quest until the previous one is totally finished. Some clerics take years tracking a criminal and more years finding the victim to close that circle of retribution.
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