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    The Shining Ones: The Priesthood of Pholtus
    Posted on Sun, August 12, 2001 by Toran
    Siobharek writes "Revealed at last, the priests and church of He of the Blinding Light, the One True Law. Commonly known for their inflexibility, inquisitions, and heretic pyres, read here what the Pholtine priests are really like.

    Author: Siobharek



    The Shining Ones: The Priesthood of Pholtus

    by: Siobharek
    Used with Permission. Do not repost without obtaining prior permission from the author.


    Preliminary Notes: This document has been written using the format from Faiths and Avatars as seen in the section on Dukagsh in Roger E. Moore’s article about the scro from Dragon Magazine Annual #1 (December 1996), pp. 44-52. The article has been written for 2nd Ed., but with the exception of the Speciality Priests section, everything can be used for 3rd Ed. Information herein has been taken from the World of Greyhawk Boxed Set (1983 edition), Manual of the Planes Hardcover (1987), GREYHAWK Adventures Hardcover (1988), Fate of Istus adventure (1989), From the Ashes Boxed Set (1992). Sources outside TSR canon include the sections in Robert Jordan’s "The Wheel of Time"-series dealing with the Children of the Light and Questioners, and probably a few other sources I’ve forgotten (eclecticism rules!). There might be some aspects of Pholtic religion that bear a remarkable resemblance to certain aspects of one or more present-day world religions. Please rest assured that no slight of any real-world religious institutions, persons, countries or philosophies, past, present, and future have been intended (political correctness rules, too!). As usual, ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, and WORLD OF GREYHAWK are registered trademarks owned by Wizards of the Coast, Inc (WotC). All WotC characters, character names, and distinctive likenesses thereof are trademarks owned by WotC, Inc.

    Pholtus
    (Pholtus of the Blinding Light, The Shining White, The Gleaming, The Silvery Sun)

    Intermediate Power of Arcadia, LG(N)
    Portfolio: Light, resolution, law, order, inflexibility, sun, moon.

    Aliases: None

    Domain Name: The Fields of Gold, a domain on the middle layer of Arcadia. The Fields are really a city of light with a soaring palace in its centre. The central tower of the palace has a silvery disc at its summit which gives heat and light to the sun and the moons of Oerth (or so it is said).

    Superior: None.

    Allies: None.

    Enemies: To say the least, Nerull is unpopular, due to his association with darkness. The same goes for all other evil deities (notably the Chaotic Evil ones). Pholtus has a certain degree of intolerance towards other deities in general (feeling that one is The True One does that to you), but the rivalry between him and St. Cuthbert is especially fierce. This is among other things due to the fact that they share a home plane – Arcadia – as well as the fact that they generally have a bit too much in common. This rivalry, bordering on outright hostility, has definitely spread down to the priests of the respective deities.

    Symbol: The Silvery Sun, a shining white disc with a small crescent moon in its lower right quadrangle.

    Wor. Align.: LN, LG, LE.

    Pholtus is one of the Oeridian deities whose worship has spread beyond racial limits. He shares this characteristic with other deities such as Zilchus, Heironeous, and Hextor.

    One should not forget or underestimate Pholtus’ origins as the Oeridian god of the Sun and the Moon. The Oeridian tribes originally lived in present-day Ull in the western-most part of the Flanaess before they were forced to flee the Bakluni-Suloise war. This flight, or migration which is what it really was, reached its peak ca. 187 Oeridian Reckoning (OR) or -450 Common Year (CY). During the migration, the tribes became increasingly civilised. They had to develop social and organisational skills in order to be able to defeat the original inhabitants of their new lands, the Flannae. This was also reflected in their deities. Pholtus, for instance, changed more and more from a nature-deity to a more civic figure who was worshipped because of his consistency and the salvation he promised, provided you lived according to his commands.

    When the Oeridians finally settled down in what is now the Great Kingdom, as well as in other places, and finally became city-dwellers, their gods changed to reflect this fact and Pholtus lost completely his natural aspect. While still including the Sun and the Moons in his portfolio, they are under his control more because his resolution and steadfastness keeps them in their appointed places than because he somehow embodies them.

    In stead he is the God of Light with all the associations one makes in connection with light as such: Light is revealing; it hedges out the darkness, being a defence against the powers of darkness. To many city people, the light represents the defence of civilisation and culture as against the dark wilderness.

    The inflexibility of his being is one of his most important aspects. The history of one of the main centres of his worship, The Theocracy of the Pale, illustrates this: When the rulers of the Great Kingdom became increasingly decadent, Nyrond and her neighbour, the Pale, seceded and gained independence. While being allies against the might of the Great Kingdom, there was friction between the two new states. This friction was based on the Pale’s views of Nyrond as being decadent and soft because of the latter’s accept of polytheism. Consequently, the Pale became completely independent after a short war with Nyrond and now maintains only coolly cordial trade relations with its erstwhile allies.

    In general Pholtus is a kind, if somewhat demanding god. Outside the Theocracy of the Pale, it is maintained that even the most depraved sinner may achieve forgiveness and come to Pholtus, provided his repentance is sincere. Theocracy doctrine maintains that it is better to save Pholtus the bother of forgiving someone not deserving of this grace. This is usually accomplished by burning the sinner after his first crime. To most other priests of Pholtus The Theocracy of the Pale represents an aberration in relation to the general faith, but the country also serves the cause of Law by being a constant reminder of the word of the Law.

    Other Manifestations

    All light being a manifestation of their deity, priests of Pholtus have it made: Their god appear to them all the time – all day, at least. Consequently, all Pholtic priests make sure they have some sort of light source with them when it is dark. Continual light is the best, of course, but less will do in a pinch. This is the reason why it is not considered wrong to set a continual light spell in the face of someone incapable of seeing the reason of light. However, common decency demands that the sinner has abused common courtesy before this step be taken.

    While a beam of light may be sufficient to see the deity at work, less sophisticated congregations show Pholtus as an idealised, male figure. Depending on circumstances, this figure may be a stout warrior brandishing a sword of light (not a sabre of light, although the Force is with him!), or it may be a man holding up a large, shining disc as a shield or a weapon – again depending on which of Pholtus’ many aspects one wants to show.

    In general it is considered acceptable to use Pholtus’ name, but it must be in the right context. A warrior exclaiming, "By the shining crown of Pholtus!" during a heated battle is not just forgiven but also considered blessed in the eyes of the god, as he has Pholtus with him, should he die in the battle. But if the same warrior flees a manifestation of things anathema to Pholtus while begging his aid, e.g. against darkness or undead, he should definitely seek atonement from the nearest priest after the fight. Needless to say, it is not a good idea to swear by Pholtus if one uses the oath as a lie ("May the light of Pholtus blind me if this horse is not the finest creature in my stable…" ZAP! "Whoa! Turn down the light a little…"). Apart from these fairly obvious restrictions, the only edict against taking Pholtus’ name in vain is that the common people should not use the name too freely outside prayer and hymns.

    There are quite a staggering number of hymns extolling the many virtues of Pholtus and his light. The all-time favourite is of course "O Blinding Light" (you just cannot get enough of that one!), but other regulars at most services include "Pholtus, We Adore Thee!", "In Thy Light, O Lord", and other examples of the compositoric genius of the Pholtic church.

    Occasionally, Pholtus manifests himself to his worshippers, either during prayer or if the worshipper is in genuine need. These instances almost invariably include light in some form and include: A liar struck by a beam of light forcing him to tell the truth; a miner who has lost his bearings underground and is shown the way by a floating mote of light; or a young priest, surrounded by undead, who has emitted a painful gleam and escaped or prevailed.

    The Church
    Clergy: Specialist priests; three grades: Glimmering (lvl 1-4), Gleaming (lvl 5-8), Shining (lvl 9+).
    Clergy’s Alignment: LG, LN , LE.
    Turn Undead: Yes.
    Command Undead: No.

    Contrary to what might be expected, the Pholtic clergy is divided along three lines of ethics, Good, Neutral, and Evil. Each of these branches serve the cause of Law in the way they see fit. Of these, the Good and Neutral branches are by far the largest, but rumours to the effect that the Evil branch is a cover for a major Baatezu Lord are so far unsubstantiated. As Law is served by all three branches, from the Good creed of the most benefit for the largest number of people to the Evil philosophy’s fascist views of the many being totally ruled by the selected and exalted few, all three are equally valid in the eyes of the church as a whole. Personal bias, however, exclude the possibility of all but the coldest and briefest contact between the two extremes, Good and Evil. In this respect, the Neutral aspect of the church serves as a mediator between the two others when the cries of "Heretics!" have been heard for too long. "Accidents" involving adherents of the two respective denominations are not unusual, however.

    While the centre of the Neutral aspect of the Pholtic church is clearly defined as being the Basilica of Wintershiven, the other two have no such formal centres. However, the Good philosophy of Pholtus is centred around Keoland, the Iron League, and the Lost Lands of Sterich and Geoff, while the Evil part is strongest in parts of what used to be the Great Kingdom, especially in some of the northern holds of the many (often animus) princeling ruling the shattered kingdom. Apart from their differences in views regarding the use and purpose of Law, the three branches have identical powers, but it is only a few exceptional die-hard Neutrals (mostly based in the Theocracy of the Pale) who will work with the Evil Pholtic priests. Most of the knights of the Hand of Pholtus have Evil priests as their spiritual advisors.

    The real difference between the three orders lies in their view of the world and especially the creatures living in it. The idea of redemption and forgiveness becomes less and less important from the Good branch to the Neutral and from there to the Evil. To an Evil priest of Pholtus everybody is a sinner, not just a potential sinner, but someone who has broken the Law. It is this priest’s job – excuse me, sacred task – to punish, correct, and enlighten the poor wretch. This task is undertaken not a much in order to guarantee the sinner’s spiritual salvation, but to set an example to other sinners. Needless to say, being "Put to the Question" is far more damaging to your physical well-being in the hands of the Evil branch’s Questioners than with the Neutrals’ severe but (usually) non-violent interrogations or the Good priests’ gentler questionings.

    As could be expected, the Pholtic church is organised according to strict, hierarchic principles. In that respect, the Theocracy of the Pale is a fairly good example of the hierarchy as such within the church. There is one spiritual leader – in the Theocracy this is the Theocrat who is chosen for life by a council of patriarchs and who also wields secular power. In other countries this leader is usually a Patriarch who serves as the ultimate authority in spiritual and religious affairs; thereafter, the church follows a fairly standardised procedure (see below)

    **************************************
    Church Hierarchy

    PATRIARCH. Head of national churches. Is often referred to as “The Light of Pholtus” out of reverence of his (there are no Matriarchs) presumed closeness to Pholtus. Because of the schism between the Pale and the rest of the Pholtic church there is no Oerthly authority above these Patriarchs. An aasimon from Pholtus contradicting the edict of a Patriarch would be received with benevolent attention, however! Patriarchal authority is usually limited to one country, but in areas where worshipers of Pholtus are thinly spread, a given Patriarch may serve a larger area. In these cases, he usually has a body of Cardinals serving as his representatives. It is not uncommon that these Cardinals are referred to and refer to themselves as “The Light of X (the Patriarch’s name)”.

    CARDINAL: In the case of the Patriarch having more than one nation’s spiritual well-being to see to, the Cardinal is the chief spiritual leader of the Pholtic church in an individual nation. Otherwise, a Cardinal heads the worshippers and clergy of Pholtus in a city or a diocese (here meaning a collection of parishes).

    PRIOR: This title is either given to the heads of convents and monasteries or to the leader of a parish. The title is not widely used within the established church hierarchy, but adventuring priests often use it. These priests are often excluded from the standard hierarchy, due to their habit of moving around, but are frequently given the title when they achieve the highest rank within the Hierarchy of Light (depending on level, i.e. Glimmering-Gleaming-Shining).

    PRELATE. The prelates are the backbone of the Pholtic church. Once a priest progresses beyond the stage of acolyte, he is made a prelate, provided he enters a position of some sort of authority over a congregation. If this is not the case, he becomes a Glimmering, which does not as a rule make him less in the eyes of his brethren.

    **************************************

    In many ways, Pholtic belief is easy: Do as the church tells you and salvation is certain. It especially appeals to people who likes simple rules. The religion instructs its believers on a very basic level, as its commandments apply to behaviour in life as a whole as opposed to behaviour within a specific aspect of one’s being. For instance, Heironeous is a god of warriors and war, and most of his edicts relate to behaviour in combat. These edicts are carried out in the private lives of Heironeous’ adherents (being honourable is possible and desirable in private life as well as on the battle-field), but appealing to warriors, not everybody worship Heironeous and most of his commandments have most bearing on the lives of warriors and (especially) knights. Pholtus, on the other hand, demands honesty, resolution, and steadfastness, no matter what. This also makes it easy to break his commandments, and it should not come as a great surprise that the institution of the confessional reaches its zenith within the church of Pholtus.

    As a whole, the priesthood is quite direct in its presentation of the world. Patience in discussions is all right, but beyond a certain point, it becomes a sign of weakness and doubt and must therefore be suppressed. The power of setting a good example cannot be underestimated, so most priests live a highly moral and virtuous life. It should not be necessary to actually mention and display the joy one gets from doing the right thing, but if one’s lock cannot see it for themselves, it is sometimes necessary to set one’s own person and way of life up as an example to follow. In all humility of course. It goes without saying that many outside the Pholtic creed think that the priests of Pholtus are a pretty sanctimonious bunch.

    The temples (and cathedrals and churches) raised to the glory of Pholtus are all constructed so as to allow the maximum amount of light to enter. Glassblowers and glaziers are always in demand and ensured a steady income, provided they have sound morals and lead good, healthy lives. The temples are often equipped with towers and turrets. If situated near major centres of learning, these turrets often house small observatories.

    Dogma

    It is an incontrovertible fact that light travels in a straight line to its destination. Likewise, the faithful must be constant and inflexible. If you act in accordance with Law and Justice you follow the One True Path and are ensured salvation and eternal life in Pholtus’ Fields of Gold in Arcadia. Light is the most natural force in the universe, as it exists in itself. The sun and moons are proofs thereof, and their eternally constant voyage across the sky shows the order of the world. Darkness is always brought on by something: The darkness in a cave is the result of the masses of rock between the cave and the Light; the darkness of the night is because of the absence of the sun and moons. Likewise, the minds and thoughts of certain beings are dark because they keep out the Light on purpose. These Darkfriends must be fought, no matter their outer shape: The fairest maid and the foulest orc can both be Darkfriends (the orc usually is), but they can be brought to see the Light and thus receive redemption (in the Pale: through cleansing fire).

    Day-to-Day Activities

    As Pholtic religion is an urban one, much of a priest of Pholtus’ time goes with looking after his congregation. This is where the rivalry between the priests of St. Cuthbert and Pholtus becomes most bitter, both religions having this spiritual care-aspect. However, in general the priest of Pholtus concentrates on the spiritual well-being of his flock and on getting as many converts as possible. Consequently, there is also a lot of proselytising and preaching connected with being a Prelate of Pholtus. Naturally, there is a difference in part based on alignment regarding how various priests of Pholtus behave. Some are almost charity-workers, arranging for food and medical services for the poor, while others preach more about the joys of the afterlife. Some priests also serve as legal advisors, but whether it is because they are too honest or because of their general religious fervour, they are not too popular in courts of law. However, many priests gain a solid reputation and do well as scientists, mostly specialising in natural sciences because these studies confirm (or so the priests feel) their beliefs in an ordered universe.

    Holy Days/Important Ceremonies

    Most temples have two services, at sunrise and sunset. Special services in honour of Pholtus’ moon-aspect are held when Luna or the Handmaiden are full. Services are also held at solar and lunar eclipses.

    From the 1st - 4th of Wealsun The Festival of the Blinding Light celebrates the coming of light and the constant triumph over darkness.

    On Midsummer’s Day, Richfest 4th, it is usually Pelor who is in focus as the god of the sun, strength, light, and healing, but in the Pale it is naturally Pholtus who receives the adoration. In other parts of the Flanaess many wear yellow robes out of respect of the deity, but in the Theocracy, that is considered heretical and white robes are used instead.

    During the night, great outdoor services are held, honouring the twin full moons, Luna and the Handmaiden.

    Needfest 7th is definitely not a day which the Pholtic church looks forward to, as it is The Fest of Unreason, where everything is turned upside-down and Law and Order are suspended.

    Major Centres of Worship

    No single place has a special, religious meaning to the Pholtic church. The only possible exception is the Basilica of Wintershiven, which every priest is supposed to visit at least once during his lifetime. However, given the tension between the Pale and the rest of the church, one is forgiven if this pilgrimage is not made.

    Affiliated Orders

    The Children of the Light, an order of paladins. Their symbol is the Silvery Sun with rays of gold streaming from it. They are not detailed here, but anyone with access to The Complete Paladin’s Handbook should be able to write it up fairly easily. The Hands of Pholtus is a different matter. Their order is a red shepherd’s crook superimposed on the Silvery Sun. The Hands is an inquisitorial order and also (unofficially) the martial arm of the Lawful Evil branch of the church of Pholtus. Both orders have priests attached to them, but for various reasons they are not part of the church hierarchy as such. A member of the Children of the Light will always listen with respect to the words of any Good or Neutral priest of Pholtus and will defer to the wishes of the former. The Hands of Pholtus have distanced themselves from the main church in order to ensure complete freedom from any "Darkfriend" influence. Even though the Hands use somewhat severe methods, they do in fact find many "Darkfriends", so their presence is tolerated.

    Priestly Vestments

    Lots of white! Glimmerings wear white robes with the Silvery Sun either on a silver medallion under their robes or stitched on the robe with shining white thread. Gleamings have their robes edged in silver while priests who have reached Shining rank have gold edges on their robes. Apart from that, there is no formal dress code, but naturally modesty and good sense dictates the priest’s choice of garments at all times.

    Adventuring Garb

    Pholtic priests can wear any kind of armour, but they prefer the metallic kind, preferably with big plate pieces that can be polished to a high shine! The quarterstaff is their preferred weapon (Pholtus being said to have one with the Silvery Sun on top), but if a priest prefers using another weapon after having been trained with the staff, it is perfectly all right. A white tabard over the armour is mandatory, just as other full-body garments (cloaks, baladranas, etc.) must be white (with relevant edges, according to rank).

    Priests of Pholtus

    Requirements: Wisdom 14 or Charisma 13. Prime Req.: Wisdom.
    Alignment: Lawful Good, Lawful Neutral, Lawful Evil (The Pale: Lawful Neutral only).
    Weapons: Flail, mace, morningstar, scourge, staff (1st), staff-sling, sling, warhammer.
    Armour: Any.
    Major Spheres: All, Combat, Divination, Guardian, Healing, Law, Necromantic, Protection, Sun.
    Minor Spheres: Charm, Summoning, War, Wards.
    Add’l Spells: Dispel darkness, glow, sunburst, reflect.
    Magical Items: All items allowed to priests, as well as any item having to do with light. Magic items that only function in darkness or have to do with darkness can never be used by the priest. They can be used by associates, however, provided the item is not evil in nature.
    Req./Rec. NWPs: None required, but knowing one’s Religion doesn’t hurt, and Oratory (from Spells & Magic) is quite common, as well.
    Bonus Proficiencies: None

    Granted Powers
    At 1st: Dispel darkness 1/day
    At 5th: Glow 1/day
    At 9th: Reflect 1/day
    At 12th: Holy word 1/day

    Spell explanations

    Dispel Darkness (Alteration)

    Level: 1
    Range: 20 yards Casting Time: 1
    Components: V, M Area of Effect: Up to 30’ radius sphere
    Duration: 8 turns + 2 rounds/level Saving Throw: None

    By casting this spell, the priest dispels all area of magical darkness within the area of effect, rendering them unable to reform for the duration of the spell. Only magical darkness is affected by the spell. The material component is the priest’s holy symbol.

    Glow (Alteration)

    Level: 3
    Range: 30 yards Casting Time: 5
    Components: V, M Area of Effect: One creature
    Duration: 1 round/level Saving Throw: Special

    The priest may cast this spell on himself or on any one creature within range. If the priest is affected, his eyes project beams of light up to 15 yards with a 4’ base diameter, and he gains a +2 bonus to Charisma. Against creatures especially sensitive to light (drow, goblins, some undead) they may suffer the appropriate penalties if they fail a save vs. spell (dex).

    Any other creature affected (a save vs. spell (other) negates the effect for an unwilling target) is caused to glow brightly, shedding radiance as per the spell light in a 100-foot radius for the duration of the spell. Again, this may cause severe discomfort to light-sensitive creatures, but otherwise no one, not even the creature affected is adversely affected by the spell.

    The material component is the priest’s holy symbol.

    Sunburst (Evocation)

    Level: 4
    Range: 30 yards Casting Time: 7
    Components: V, M Area of Effect: 40’ radius globe
    Duration: Instantaneous Saving Throw: Special

    This spell creates a brilliant flash of golden light. Undead and evil extra-planar creatures (demons, devils, etc.) within the area of effect suffer 6d6 points of damage (no save). Others within or facing the globe must save vs. spell (dex) or be blinded for 2d6 ini.-pips. Creatures without eyes, and those not sensitive to visible light, are not affected. A sunburst permanently negates darkness spells within the area of effect, provided they were cast by a lower level caster than the caster of the sunburst.

    The material component of the spell are the priest’s holy symbol and a bead of any clear crystalline substance.

    Reflect (Alteration)

    Level: 5
    Range: 0 Casting Time: 1
    Components: V, S, M Area of Effect: Special
    Duration: Special Saving Throw: Special

    By means of a mystic reference to the Blinding Light, while clutching his holy symbol and a string of crystal prayer beads, the priest causes his body to reflect luminance for one round. A light source at least as bright as a single candle must be within 10 yards for the spell to work.

    Creatures using infravision or ultravision will be struck blind for 1d8 rounds if they are looking at the priest (no save). Other creatures are allowed a saving throw (spell - dex) to negate this same effect if they are within 30 yards of the priest (if further away, blindfolded, etc., they are not subject to this effect).

    If light conditions are equal to full sunlight, the blindness duration is doubled and saving throws are made with a -2 penalty. Finally, if the priest is struck by a lightning bolt or a chain lightning spell (or its equivalent) while reflecting, he suffers only half damage from the attack.



    Note: Pholtus, Second Edition"
     
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