Agrik/2nd edition

Agrik is the evil god of war; the breeder of violence for its own sake. He is a deity for those who enjoy rapine, pillage, cruelty, and destruction. Agrik is worshiped by dozens of squabbling sects, each sponsoring its own fighting order. Agrik’s element is fire. He was a servant of Manrasusha, the amoral First God of primal fire, he who cleanses yet destroys, comforts yet kills. Early dogma saw Agrik as the one who nurtured and appeased Manrasusha through mortal sacrifice, a service that saved Kelestia. Considering the general indifference of the First Gods, it is more likely that the blood of mortals sated the thirst of Agrik rather than the wrath of Manrasusha.

Agrik is most commonly portrayed as a mighty humanoid figure shrouded in crimson flame, with leathery, scalloped wings, razor sharp claws, and cloven hooves. Two claws were severed from his left hand by the goddess Larani in an ancient duel. Agrik will never forgive this indignity. Only the terms of the Concordat of the Illimitable Tome deter him from seeking revenge. Some believe that he will eventually attempt to assassinate the goddess regardless of the consequences. The enmity carries over to mortal followers of both deities. Otherwise, Agrikans loot, pillage, ravage, and torture without religious discrimination.

Agrik is one of the greatest warriors of the gods, although known for his unchivalrous methods. His favorite weapons are Gashang, a flaming mace capable of inflicting “the myriad voices of pain”; Sycanus, the sickle with which he cuts the hearts and souls of men from their bodies; and Armahnh, a great whip which strikes the ground with the sound of thunder.

Theological Mission
The mission of the church of Agrik on Kethira is two-fold: the bloodthirsty rituals appease Manrasusha and stave off the destruction of Kethira, and the constant battle trains warriors for the endless battle on Yashain. Their actions on this world prepare them for the afterlife and eventual victory over the forces of Larani and her allies.

Social Mission
The Agrikan Church draws all kinds of bullies, psychopaths, and violent criminals into its ranks, as well as “regular” men and women. Within the established church and the fighting orders, people who would be outlaws in their own cultures find a place to thrive and to excel alongside those who could be successful in any environment. The Pamesani Games offer bloodsport to delight the masses and provide revenue for the church. This helps to ensure a steady demand for the slave markets.

Ilpylen the Prophet
Ilpylen was a warrior of the Kuldrh tribe, whose village lay on the slope of a dormant volcano somewhere in the heart of Lythia. Around 1500, the volcano became active, threatening to destroy the village. The Kuldrh chieftain, who viewed Ilpylen as a threat, took the opportunity to rid himself of his rival by convincing the tribe that a human sacrifice was required to save the village. Ilpylen was driven up the mountain path with a half-dozen spears at his back and cast into the crater. An hour later the volcano erupted. Strangely, only the houses of the chieftain and of the six warriors who had escorted Ilpylen to his doom were destroyed.

The next day Ilpylen returned from the mountain. Some villagers thought they saw fiery demons at his heels. Ilpylen spoke from the ruins of the chief's house, saying that the mountain was a gateway to the realm of " ... he who appeases the fiery doom." Ilpylen performed several miracles supporting his claim to have communed with Agrik, including a spectacular self-immolation from which he recovered completely.

Ilpylen recruited eight acolytes to help him worship. A monthly ceremony of appeasement required that one tribesman "volunteer" to battle Ilpylen on the crater's rim; he who fell through the "gateway" was the sacrifice. Ilpylen was a superb fighter. Eventually, the village grew short of men and ceased to be viable. The survivors dispersed, carrying the tale of llpylen throughout the region. Charging his followers with final instructions, Ilpylen mounted the summit alone and was never seen again.

The Balefire Chronicles
All that survives of the earliest history of the church of Agrik is contained in The Balefire Chronicle, written by Mora/in, the greatest of Ilpylen's eight acolytes. From the village of the Kuldrh, the eight made their separate ways to lay 888 octagonal coal and sulfur filled cairns at the corners of the world, to appease the "gates of fire" and to open new ones. Each took a copy of the Balefire Chronicle which contained the legacy of Ilpylen. The eight disciples traveled without haste, letting the word of their doings precede them. Each selected eight followers who in turn founded their own bands.

The Early Church
The early church was composed solely of mendicant bands, travelling, erecting, and repairing the 888 cairns. The idealized band contained one priest and eight acolytes, all with skill at arms, although most bands grew larger and included wagons and dozens of followers. Some bands made their ceremonies public, staging ritual combat in village squares, and offering a prize to any warrior who could defeat their champion. The more aggressive bands were "martyred" for their wanton violence. Those who adapted to moderation survived. Eventually most bands settled and built temples to house their archives and hide their increasingly complex rituals from prying eyes.

Dogma was tempered by exposure to larger populations. To prosper, the priesthood invented spectacular rituals which had little to do with Agrikan theology, but attracted a sizable laity. The temples provided religious justification for those who practiced violence and attracted warriors who enjoyed the brutality of war. The political, military, and financial support of these worshippers was eagerly accepted by pragmatic priests.



At first, only the finest warriors were admitted to the priesthood. However, the temples also attracted scholars whose bent was toward administration and ritual rather than the martial arts. Eventually, two specialized castes developed: the Viriahn (priests), guardians of the Balefire Chronicles, which had become a synonym for archives; and the Terahni, protectors of the priests. The martial ideal has survived; all priests are still taught skill at arms.

The rise of complex societies in Lythia was mirrored in the church. The original structure of one priest and eight acolytes remained, but the eight became masters with special responsibilities under a high priest. As administration grew burdensome, additional priests and acolytes were trained as their assistants.

Feudalism provided a model for the Terahni. The priests organized their warriors into fighting-orders. When a temple prospered it founded new houses; sometimes control was maintained, more often the new temple declared independence. Since most temples have their own Terahni, bloodshed is common.

In addition to the numerous philosophical differences that foster disputes, Agrikanism attracts men as much concerned with power as with theology. Competition between orders and temples is accepted, even encouraged. Violence is perceived as an act of worship in itself. No adherent can make a greater sacrifice than his own life.

The Central Authority
The fractious origins of the Agrikan temples long prevented the establishment of a central authority. However, by 300 TR, the temple of Lysara had come to dominate the Agrikan church throughout most of the Azeryani Empire and extended that supremacy over the next two centuries. This temple, located on the edge of the Azeryani Drylands, has grown into a city dedicated to Agrikanism and is largely independent of imperial authority.

The Amanasurif    (The Pontiff)
The most powerful priest of Agrik dwells in Lysara where he is a powerful secular lord, collecting revenues from temples and other church properties throughout Azeryan and the rest of Lythia. Most Agrikans acknowledge that he has a special relationship with the deity, but not all recognize his infallibility.

The church of Agrik divides the known world into primacies and bishoprics. Primates and bishops are the pontiff's voice, and (theoretically) the supreme authority within their jurisdictions. The wealth and power of these officials depends on the number of adherents in the region, the legal status of the church, and so on. The autonomy of the region is usually a function of its distance from Lysara.

Apalankh    (Primate)
A Primate is generally responsible for the Agrikan church of an entire country. In some cases, several countries are grouped into a single primacy, as is the case with the nations of Harn. The primate is usually allowed to appoint bishops, and may also select the high priests of the temples in his primacy.

Kemelras    (Bishop)
A bishop is the governor of a subprimacy containing one or more temples. Some bishops hold many temples and are wealthier than primates. The power of the bishop is in inverse proportion to that of his primate. If the primate (and temples) are weak, the bishop may freely appoint his own followers to vacant positions. Otherwise, the primate usually takes a major role in selections.

Ulankhi    (Mendicant Priest)
Ulankhi are mendicant Aperani appointed by members of the High and Low Curcuno, or the pontiff, who serve as spies, inspectors, and emissaries. Their status depends on who appoints them. Some hold offices within the primacy, bishopric, or central bureaucracy. Members of the priesthood who serve well may be made Ulankh and given license to wander freely. Often, they are created to ease the burden on the church resources, since, while an Ulankh may receive food and accommodation at any temple, he may not remain for more than eight days and nights in any month. Ulankhi usually renounce any connection with a temple or order; their allegiance is directly to the pontiff (in practice, more often to their appointer).



The responsibilities of the priests within a temple vary; this is an idealized model.

The Viriahn    (High Priest)
The High Priest is the master of the temple. In regions with strong central authority, the Viriahn is appointed by the bishop. Elsewhere, the High Priest is elected for life by the temple masters.

The Aperani    (Masters)
There are usually eight masters, each with his own area of concern. Most masters find their spheres overlapping those of some colleagues and competition is ceaseless, although often covert. The Aperani are appointed by the High Priest.

The Herochai    (Lieutenants)
The number of Heruchai varies from one temple to another. They rank between acolyte and master and are assigned to one of the Aperani. A lieutenant of the Aperterahn would be called an Aperterahnherucha, for example. Appointments are made by the High Priest with advice from the Masters of Acolytes and High Discipline. Many Heruchai spy on their masters for other Aperani. The assignment and covert recruitment of Heruchai is one of a temple's most complex and dangerous games. The Aperani with the most loyal Heruchai is the likely successor to the High Priest.

The Terahni    (Warriors)
Warriors in the service of the church. Their role is to protect the members of the clergy who are less proficient in their martial abilities.

The Agnichari    (Acolytes)
Agnichari usually enter the church between ages 13- 18. They are recruited by the Master of High Discipline or the Master of Acolytes from the laity or Terahni, but any Aperani may have get involved. Agnichari are trained in martial arts and learn ritual and dogma by rote, although most of their time is spent at menial tasks.

Acolytes are periodically tested by the Master of the High Discipline. Tests vary from recitation of rituals to major quests. The Master of Acolytes coordinates training under various masters and lieutenants. Because of the power struggles, most acolytes are forced into the camp of at least one Aperani during their first few months. In three to five years, if he survives, an acolyte is promoted to Heruchai. If he shows skill at arms, he may be transferred to the Terahni.

CLERICAL ORDERS
The Church of Agrik is perhaps the least unified of faiths and this has fostered an unusually large number of squabbling Clerical Orders, each of which sponsors its own Fighting Order. Many of these orders are limited to a single temple, but some have many temples. In the latter case the order will have a headquarters and the priests of this chief temple typically hold the high offices of the order.

A list of Harnic orders is given in the sidebar. Details on each order can be found in or HarnPlayer.

Senesharil    (Clerical Grandmaster)
The political and inspirational leader of the order, most often the Viriahn of the order's headquarters temple, whose role is to promote the success of the order, ensure that its mandate is followed by member temples, and to liaison with secular authorities. The office is more political than theological. Some Senesharil are appointed by the Pontiff or Primate, some are elected by the order's High Priests, depending on the order's charter or the degree of organization in the region.

Methods of worship vary somewhat between Agrikan clerical orders, but certain practices are universal. Human sacrifice with the sycanus is a common feature. In the Middle and Low Disciplines, man to man, and man to beast combat is stressed, but the High Discipline may be more sinister (and less fair).

THE BALEFIRE DISCIPLINES
Ceremonies fall into three groups, corresponding to the three castes of worshippers. Ceremonies of the Low Discipline may be attended by any adherent, although few clerics bother. Those of the Middle Discipline are attended by priests and the Terahni, and those of the High Discipline may be attended only by priests.

Low Ceremonies
Temples hold lay mass on the eighth of each month. They consist of canted, responsive prayer and a real or symbolic sacrifice by combat. Wealthier temples insert pyrotechnic displays to enhance the spectacle.

Most temples contain a succession of eight chambers which become more and more elaborate approaching the "heart" of the structure. Those who wish to worship alone or in small groups make a donation and are guided to the chamber corresponding to the size of their offering. The first chamber is bare except for a small altar and bowl. The last (the eighth) chamber is a richly decorated shrine in which the high priest himself will assist the adherents.

Ceremonies incorporate standard prayer and meditation, designed to rededicate the adherent. Private ablutions are done with sand (powdered lava if available) never with water. Sulfur is often burned in small quantities.

Middle Ceremonies
In addition to private dedications, the Terahni practice elaborate reenactments of mythological and historical combats to renew faith. The members of the order form an octagon within which two or more fight. They will sacrifice speed to ensure that the moves are precise. The Master of the Middle Discipline voices an invocation, and the audience responds. These physical ceremonies are as complex as verbal recitations.

High Ceremonies
High ceremonies also use martial ritual, often acting out battles that are planned or anticipated. Some temples have amassed a series of hypothetical encounters that supposedly portray history cent).lries into the future. The most significant "predictive" battle is when Agrik slays Larani at the end of the Great Vendetta. Priestly combats often involve the use of a captive or slave bedecked in the garment of an enemy. Such encounters are fought to the death.

Agrikan clergy also conduct a more sinister kind of human sacrifice. The victim is prepared for the ritual by several hours of "ceremonial" torture to the chanting of the priests and then executed by fire in various ways. The howls of the victim, the use of fire, and the ceremonial chanting are believed to be the best method of attracting the deity's attention. A diligent student of the High Discipline will learn as many of the "Ten Thousand Ways" of inflicting pain as possible.



GM NOTE: Ethereal Fire
Ethereal Fire does not require mundane fuel; its fuel is extradimensional. It tends to be more transparent and less active than mundane fire. In the mundane world, ethereal fire can affect only conscious creatures; it has no effect on inanimate objects and is, therefore, unaffected by armour.

To a mundane creature, an Ethereal Burn is a Sf\ock Roll: if the generated "Fire Impact" exceeds Endurance, the victim loses consciousness.

Ethereal Fire burns ethereal beings and objects in exactly the same way that mundane fire burns mundane objects. Similarly, mundane fire shocks Ethereals.

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