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<blockquote data-quote="Creamsteak" data-source="post: 1854329" data-attributes="member: 552"><p><span style="color: purple"><span style="font-size: 18px"><strong>Jareth</strong></span></span></p><p><span style="font-size: 9px"><em>"jair-eth"</em></span></p><p><span style="font-size: 12px"><em>The Keeper of the Labyrinth, The Grim Dealer</em></span></p><p></p><p><strong>Alignment:</strong> Lawful Evil</p><p><strong>Worshipers:</strong> Assassins, mages; those who play games of skill, occasionally gamblers</p><p><strong>Domains:</strong> Evil, Law, Death, Knowledge</p><p><strong>Favored Weapon:</strong> Playing Cards [treat as shurikens]</p><p><strong>Home Plane/Domain:</strong> The Nine Hells of Baator/The Labyrinth</p><p><strong>Pantheon:</strong> Enworldian</p><p><strong>Divine Rank:</strong> 9 (Lesser)</p><p><strong>Classes:</strong> Assassin, rogue, sorcerer, wizard</p><p><strong>Portfolio:</strong> Games of skill</p><p><strong>Special Possessions:</strong> The Labyrinth, a small board with platinum pieces that can trap its players within the game</p><p><strong>Alternate Domains:</strong> None</p><p><strong>Symbol:</strong> A black king chess piece over a white maze on a silver background</p><p></p><p><u>DESCRIPTION</u></p><p>Jareth is the god of games. The games he favors are those that are one-on-one that require a great deal of skill; however, he looks upon all games as his domain. He takes each game seriously, be it a childish game of marbles or the 'game' of an assassin hunting down his prey. He has a great dislike for those who mock games, or those who flaunt them.</p><p></p><p>When he appears on the prime material plane, Jareth appears as a well-groomed gentleman with sleek black hair. He often carries implements of gaming: a travel-sized chessboard with exquisite pieces, a deck of ivory playing cards, a set of mithril-tipped darts, and the like.</p><p></p><p><u>DOGMA</u></p><p>Play well and to win. Never give quarter your enemies. Watch the movements of those who oppose you and learn from their ways; in this way can you gain advantage over them. Never underestimate the power of a game. Be cunning in all things, and never let your guard down. When a game is won, honor the winner, regardless of whether he is friend or foe. When judging a game, be impartial in all things – do not let personal bias interfere with a game. Obey all the rules of a game, but always remember to look for the loophole.</p><p></p><p><u>CLERGY AND TEMPLES</u></p><p>The followers of Jareth are almost always dressed in robes of black, white, and silver. They are easily identified by the black metal chess piece they wear around their neck, which is indicative of their rank in the church hierarchy: those who wear pawns are unimportant, but those who wear bishops or knights are more powerful. Only the high priest of Jareth is allowed to wear a queen; none are permitted to wear a king, as that is Jareth's personal symbol.</p><p></p><p>Jareth's priests are allowed to build temples in most places, so long as they obey the laws of the land – which they always do. His temples are often stocked with a variety of gaming implements, similar to the ones Jareth himself carries when he vists the prime material. His priests are also relatively common in places where gaming is a major trade, as they are highly useful in their ability to impartially judge all games they observe; they are usually carrying an assortment of gaming implements, though not usually of the same quality or quantity that Jareth carries.</p><p></p><p><u>RITES AND RITUALS</u></p><p>Jarethian rites always involve a game of some sort, usually involving two people. Most of their rites are used to celebrate the opening of a gaming house, though some are used to test those who would become priests of Jareth; winning means induction into the order, and losing means death, for the would-be priest. </p><p></p><p><u>LEGENDS</u></p><p>Jareth has little to do with most other deities – he keeps to himself. Deities who would get along with him are usually put off by his seriousness with games and his strict adherence to rules. He is known to occasionally work with Taka, whose double-crossing he considers an entertaining game; however, her chaotic nature irks him greatly, and any alliance between the two does not last long.</p><p></p><p><strong>History</strong></p><p>The church of Jareth is an old order, and has changed little since it's inception. Some say that it was Jareth himself who created the first games of chance, and his churches the first to house such things; if this is true, however, it cannot be proven.</p><p></p><p>The church of Jareth is a great and sprawling organization, something that is everpresent but rarely takes overt action. Their operatives are everywhere; their priests present in almost every gambling house across the face of the world.</p><p></p><p><strong>Hierarchy</strong></p><p>Church hierarchy is a very important aspect of the church, and all of its followers respect it. The lowest members are known as Pawns of Jareth; from there, each priest chooses a path in the church: Rook, Knight, or Bishop. Rooks of Jareth ensure the protection of each church, dealing with local authorities and ensuring that the church can continue its operations unhindered. Knights of Jareth hunt down those who break their laws and codes; they also act as bouncers and judges at gambling houses. Bishops of Jareth are more concerned with the church itself, dealing with the internal affairs. Most often, a priest will first become a Pawn, then a Rook, then a Knight, then a Bishop; however, some specifically seek a position, and remain there, gathering power in that regard (see Jarethian Prestige Classes, below).</p><p></p><p>Above all of these is the Queen of Jareth. More often than not, the Queen of Jareth is a woman; however, there have been males that have held the position. The Queen of Jareth is the highest-ranking priest in the entire church hierarchy, and only one exists in the entire church.</p><p></p><p>Generally, an individual church has roughly eight Pawns, two Rooks, two Knights, and two Bishops. If there would be more than this in an individual church, those who would increase these numbers leave to make their own church in another region. In this manner, the church maintains a low profile, and therefore doesn't attract much attention. Traveling priests of Jareth are of any rank, and are usually in search of a new church to call home, or seek to found their own.</p><p></p><p><strong>Entry</strong></p><p>To enter the Church of Jareth, a person must be willing to subject themselves to those above them in the order – subordination is never tolerated. In addition, the would-be priest must pass a test.</p><p></p><p>To first enter the Church of Jareth, the would-be priest must succeed at a game of chess against one of the church's two Bishops. Failure results in death; success results in becoming a Pawn of Jareth.</p><p></p><p>In order to gain access to the higher ranks of the various suborders (Rook, Knight, Bishop), the priest must pass another test (these are described under Prestige Classes, below).</p><p></p><p><strong>Goals</strong></p><p>The goals of the church are often obscure; there are known only to the higher-ranked members of the church, typically Bishops and the Queen.</p><p></p><p>Jareth's goals are long-reaching and are always subtle – he and his disciples almost never take direct action, unless the opportune moment presents itself and there is no chance of failure. Jareth may be the god of gaming, but that only makes him more cautious in ensuring his odds.</p><p></p><p>One of Jareth's goals is to make the whole world indebted to him. Priests of Jareth, on occasion, loan money to gamblers to allow them to gamble; these debts are to be repaid in full. If the debtor has no money at the time the debt is to be collected, however, the priests of Jareth demand reparations in the form of a service. If the debtor refuses to perform these services, the Knights of Jareth hunt him down and execute him. More often than not, however, the debtor performs the service asked of him, as the actions of the church against those who cross it are well-known to those who frequent places they guard and watch over.</p><p></p><p>The nature of these services depends upon that particular church's needs. If they require rare items to construct a powerful magic item, they will send the debtor on a quest to collect them. The church rarely gives debtors a task they cannot handle, however, as such would be counter to their ends: they want more to be in debt to them, rather than fewer. In addition, they hope that such gratitude will bring the debtor back to them, asking for another loan, and therefore being able to provide another service for the church.</p><p></p><p><u>THE SECRETSEEKER SECT</u></p><p>The church of Jareth follows his dogma unquestionably. To this end, a number of the priests in the church study the laws of the world in order to find the loopholes the teachings of Jareth speak of; they are known as the Secretseeker Sect.</p><p></p><p>These particular priests, who come from all ranks of the church, are often found throughout the world, unlike their normal church-bound brethren. They observe and record anything that could be of import, from great events to unusual weather patterns to other culture's superstitions; they also tend to have a great interest in arcane magic, which may be the loopholes of which Jareth speaks, and some priests go so far as to take arcane tutelage to learn more of the arcane. They often refer to themselves as Secretseekers of Jareth, and they rarely make distinctions between the ranks of the normal church hierarchy. Unlike other Jarethians, they do not usually form churches, and few settle in any one place for long. They also tend to be more chaotic than other Jarethians, but only in the sense that they move about the world; they are still unerringly lawful to his ways, and oftentimes watch over games they encounter in their travels.</p><p></p><p>All of the church of Jareth knows of this sect, and encourages those who show an aptitude for this line of research to pursue it. Churches of Jareth treat Secretseekers as brethren, and do not attempt to control their actions or give them direction in their studies, though they do expect them to occasionally fulfill their church-related duties while present, dependent upon their rank in the church.</p><p></p><p>-Created by GnomeWorks</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1854329, member: 552"] [color=purple][size=5][b]Jareth[/b][/size][/color] [size=1][i]"jair-eth"[/i][/size] [size=3][i]The Keeper of the Labyrinth, The Grim Dealer[/i][/size][i][/i] [b]Alignment:[/b] Lawful Evil [b]Worshipers:[/b] Assassins, mages; those who play games of skill, occasionally gamblers [b]Domains:[/b] Evil, Law, Death, Knowledge [b]Favored Weapon:[/b] Playing Cards [treat as shurikens] [b]Home Plane/Domain:[/b] The Nine Hells of Baator/The Labyrinth [b]Pantheon:[/b] Enworldian [b]Divine Rank:[/b] 9 (Lesser) [b]Classes:[/b] Assassin, rogue, sorcerer, wizard [b]Portfolio:[/b] Games of skill [b]Special Possessions:[/b] The Labyrinth, a small board with platinum pieces that can trap its players within the game [b]Alternate Domains:[/b] None [b]Symbol:[/b] A black king chess piece over a white maze on a silver background [u]DESCRIPTION[/u] Jareth is the god of games. The games he favors are those that are one-on-one that require a great deal of skill; however, he looks upon all games as his domain. He takes each game seriously, be it a childish game of marbles or the 'game' of an assassin hunting down his prey. He has a great dislike for those who mock games, or those who flaunt them. When he appears on the prime material plane, Jareth appears as a well-groomed gentleman with sleek black hair. He often carries implements of gaming: a travel-sized chessboard with exquisite pieces, a deck of ivory playing cards, a set of mithril-tipped darts, and the like. [u]DOGMA[/u] Play well and to win. Never give quarter your enemies. Watch the movements of those who oppose you and learn from their ways; in this way can you gain advantage over them. Never underestimate the power of a game. Be cunning in all things, and never let your guard down. When a game is won, honor the winner, regardless of whether he is friend or foe. When judging a game, be impartial in all things – do not let personal bias interfere with a game. Obey all the rules of a game, but always remember to look for the loophole. [u]CLERGY AND TEMPLES[/u] The followers of Jareth are almost always dressed in robes of black, white, and silver. They are easily identified by the black metal chess piece they wear around their neck, which is indicative of their rank in the church hierarchy: those who wear pawns are unimportant, but those who wear bishops or knights are more powerful. Only the high priest of Jareth is allowed to wear a queen; none are permitted to wear a king, as that is Jareth's personal symbol. Jareth's priests are allowed to build temples in most places, so long as they obey the laws of the land – which they always do. His temples are often stocked with a variety of gaming implements, similar to the ones Jareth himself carries when he vists the prime material. His priests are also relatively common in places where gaming is a major trade, as they are highly useful in their ability to impartially judge all games they observe; they are usually carrying an assortment of gaming implements, though not usually of the same quality or quantity that Jareth carries. [u]RITES AND RITUALS[/u] Jarethian rites always involve a game of some sort, usually involving two people. Most of their rites are used to celebrate the opening of a gaming house, though some are used to test those who would become priests of Jareth; winning means induction into the order, and losing means death, for the would-be priest. [u]LEGENDS[/u] Jareth has little to do with most other deities – he keeps to himself. Deities who would get along with him are usually put off by his seriousness with games and his strict adherence to rules. He is known to occasionally work with Taka, whose double-crossing he considers an entertaining game; however, her chaotic nature irks him greatly, and any alliance between the two does not last long. [b]History[/b] The church of Jareth is an old order, and has changed little since it's inception. Some say that it was Jareth himself who created the first games of chance, and his churches the first to house such things; if this is true, however, it cannot be proven. The church of Jareth is a great and sprawling organization, something that is everpresent but rarely takes overt action. Their operatives are everywhere; their priests present in almost every gambling house across the face of the world. [b]Hierarchy[/b] Church hierarchy is a very important aspect of the church, and all of its followers respect it. The lowest members are known as Pawns of Jareth; from there, each priest chooses a path in the church: Rook, Knight, or Bishop. Rooks of Jareth ensure the protection of each church, dealing with local authorities and ensuring that the church can continue its operations unhindered. Knights of Jareth hunt down those who break their laws and codes; they also act as bouncers and judges at gambling houses. Bishops of Jareth are more concerned with the church itself, dealing with the internal affairs. Most often, a priest will first become a Pawn, then a Rook, then a Knight, then a Bishop; however, some specifically seek a position, and remain there, gathering power in that regard (see Jarethian Prestige Classes, below). Above all of these is the Queen of Jareth. More often than not, the Queen of Jareth is a woman; however, there have been males that have held the position. The Queen of Jareth is the highest-ranking priest in the entire church hierarchy, and only one exists in the entire church. Generally, an individual church has roughly eight Pawns, two Rooks, two Knights, and two Bishops. If there would be more than this in an individual church, those who would increase these numbers leave to make their own church in another region. In this manner, the church maintains a low profile, and therefore doesn't attract much attention. Traveling priests of Jareth are of any rank, and are usually in search of a new church to call home, or seek to found their own. [b]Entry[/b] To enter the Church of Jareth, a person must be willing to subject themselves to those above them in the order – subordination is never tolerated. In addition, the would-be priest must pass a test. To first enter the Church of Jareth, the would-be priest must succeed at a game of chess against one of the church's two Bishops. Failure results in death; success results in becoming a Pawn of Jareth. In order to gain access to the higher ranks of the various suborders (Rook, Knight, Bishop), the priest must pass another test (these are described under Prestige Classes, below). [b]Goals[/b] The goals of the church are often obscure; there are known only to the higher-ranked members of the church, typically Bishops and the Queen. Jareth's goals are long-reaching and are always subtle – he and his disciples almost never take direct action, unless the opportune moment presents itself and there is no chance of failure. Jareth may be the god of gaming, but that only makes him more cautious in ensuring his odds. One of Jareth's goals is to make the whole world indebted to him. Priests of Jareth, on occasion, loan money to gamblers to allow them to gamble; these debts are to be repaid in full. If the debtor has no money at the time the debt is to be collected, however, the priests of Jareth demand reparations in the form of a service. If the debtor refuses to perform these services, the Knights of Jareth hunt him down and execute him. More often than not, however, the debtor performs the service asked of him, as the actions of the church against those who cross it are well-known to those who frequent places they guard and watch over. The nature of these services depends upon that particular church's needs. If they require rare items to construct a powerful magic item, they will send the debtor on a quest to collect them. The church rarely gives debtors a task they cannot handle, however, as such would be counter to their ends: they want more to be in debt to them, rather than fewer. In addition, they hope that such gratitude will bring the debtor back to them, asking for another loan, and therefore being able to provide another service for the church. [u]THE SECRETSEEKER SECT[/u] The church of Jareth follows his dogma unquestionably. To this end, a number of the priests in the church study the laws of the world in order to find the loopholes the teachings of Jareth speak of; they are known as the Secretseeker Sect. These particular priests, who come from all ranks of the church, are often found throughout the world, unlike their normal church-bound brethren. They observe and record anything that could be of import, from great events to unusual weather patterns to other culture's superstitions; they also tend to have a great interest in arcane magic, which may be the loopholes of which Jareth speaks, and some priests go so far as to take arcane tutelage to learn more of the arcane. They often refer to themselves as Secretseekers of Jareth, and they rarely make distinctions between the ranks of the normal church hierarchy. Unlike other Jarethians, they do not usually form churches, and few settle in any one place for long. They also tend to be more chaotic than other Jarethians, but only in the sense that they move about the world; they are still unerringly lawful to his ways, and oftentimes watch over games they encounter in their travels. All of the church of Jareth knows of this sect, and encourages those who show an aptitude for this line of research to pursue it. Churches of Jareth treat Secretseekers as brethren, and do not attempt to control their actions or give them direction in their studies, though they do expect them to occasionally fulfill their church-related duties while present, dependent upon their rank in the church. -Created by GnomeWorks [/QUOTE]
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