Tags
Adventurers of Panzoasia 4: Halfling Rover has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
26 Monday Jul 2021
Tags
Adventurers of Panzoasia 4: Halfling Rover has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
22 Thursday Jul 2021
Tags
B/X, BECMI, BX, Character Class, Classic Fantasy, Old-School, OSR, PC, Player Characters

Adventurers of Panzoasia 4: Halfling Rover is the fourth in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play a Halfling Rover character:
Also available:
Adventurers of Panzoasia 1: Dwarven Dungeoneer
15 Thursday Jul 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Old-School, OSR, Player Characters

Available now on DriveThruRPG, the third in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play a Gnomish Tinkerer character:
Also available:
10 Saturday Jul 2021
Tags
Adventurers of Panzoasia 2: Elven Warrior Wizard has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
08 Thursday Jul 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Elf, Elves, Ols-School, OSR, Player Character Classes, Player Character Races
Now on DriveThruRPG, the second in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play an Elven Warrior-Wizard character:
Also Available:
02 Friday Jul 2021
Tags
B/X BECMI, BX, Campaign Setting, Classsic Fantasy, Creatures, Dwarf, Monsters, New Releases, Old-School, OSR, Panzoasia

Available now on DriveThruRPG, the first in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play a Dwarven Dungeoneer character:
Presented in the freewheeling spirit of 1980s gaming– when fun was all that mattered!
15 Tuesday Jun 2021
1. Fun is always the point.
2. If it might be fun let’s try it.
3. Original intentions don’t matter.
4. Ideology is not fun, and games aren’t lessons.
5. Sometimes there’s a story, and sometimes there isn’t.
6. As many or as few rules as needed.
7. Of course we can mix that in!
8. Characters can “buy it”, but their lives aren’t cheap.
9. Game rules mean whatever you need them to mean.
10. The Anti-Manifesto is not an ideology, and has no single interpretation.
27 Thursday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy

The Orcs of Panzoasia’s Ultimate West are best known for their obsession with mass production, and flagrant wastefulness. Their culture places no value on workmanship or artistry, valuing quantity over quality. Orcs go into battle with wagons filled with large quantities of cheap iron throwing axes, and other disposable weapons. Orcish clothing is mass-produced, and poorly made – but the average Orc has piles of it. Orcs live in (and underneath) stark, boxlike factory-forts of plain brick (which are usually in disrepair), surrounded by enormous mounds of garbage – and thick clouds of smoke. Sometimes the garbage mounds around a factory-fort become so large that they become essentially defensive walls – complete with gates. Above all, Orcs never repair what they can just replace. When an environment gets too polluted even for them, they simply move on to a new one.
A typical male Orc resembles a human in overall body shape, but with a boar’s head, and skin covered in bristly, dark hair everywhere except the belly (which can be quite pronounced in older and high-status Orcs). Female Orcs, on the other hand, are nearly hairless, with sow-like heads, and bodies that are otherwise practically identical to Human women in every respect.
Basic clothing for a male Orc consists of a leather bib apron with pockets, and leather pants (preferably Human hide). Orcish females, on the other hand, wear sleeveless smock dresses of printed cloth. Orcish women are not allowed to wear footwear of any kind when indoors. All Orcish clothing and armor noticeably features the sign of the factory-fort where it was produced. As with everything else they own, Orcs never clean or repair their clothing, but throw it on the garbage pile when it becomes unwearable.
Orcish females are expected to wear heavy facial makeup that looks quite garish to Human eyes, and as much cheap, showy jewelry as they possibly can. The mates of high-status Orcs may actually wear real gold and jewels stolen from the Five Peoples (or purchased from the Hobgoblins), but lower status Orcish women usually just have mass-produced items of ceramic or lead, painted gold or silver, and accented by glass “gems”.
Male Orcs are socially expected to wear as many weapons as they can carry – most of which are purely for show, or so cheaply made as to almost useless. Their leather boots tend to fall apart quickly – like everything else that comes out of Orcish factories.
Every Orc has several brands on their body. Soon after their birth, an Orc is branded with the sign of their clan, the sign of their factory-fortress, and sign designating their social class. Once they reach adulthood, male Orcs are branded with the sign of their profession. Female Orcs are further branded with the sign of their father, and later, the sign of their mate.
Orcs conduct constant raids for raw materials, and to waste weapons and armor (so more will have to be made). Most of all, the Orcs wage war to take slaves. Halfling slaves are particularly desired for their nimble fingers. Orcish practice is to work their factory slaves until they die, and replace them with new ones. Orcs also operate mines – particularly coal and iron – for which they also prefer to use bound labor. The garbage dumps around the Orcish fortress-factories are another source of slaves, since Halflings (and also Kobolds) find them irresistibly rich sources of repurposable objects.
Orcish society is extremely patriarchal and hierarchical. Orcish women are regarded as the property of males, and any male feels free to treat his “sows” in any manner he pleases. Naturally, Orcish males practice polygyny, and will purchase as many wives as they can afford. While Orcish mothers sometimes show real love for their children, their mates believe that the more whippings an “orclet’ suffers, the better adult they’ll make. Lower class Orcs are routinely abused by their “Bosses”, who are in turn subservient to the “Barons” and “Captains” who own the factory-forts. The Orcish Engineers who know how to build and maintain the factory machinery form a separate, hereditary caste.
All male Orcs are considered employees of their factory-fort, and are paid in worthless wooden tokens that can only be spent at the factory store. Theoretically, an Orc could redeem their tokens for actual coins from the treasury, but in practice any Orc that tries to do so will be taken behind the factory-fort and beaten by the owner’s personal bodyguard of goons. The only actual coins a low-status Orc will own is what they have stolen in raids, and managed to keep hidden from their Boss. The economic ideal of Orcs is Autarky, where every factory-fort is completely self-sufficient (one day making ceramic pots, another other forging axes), and Orcs have no trade outside their strictly-controlled borders.
Orcish dwellings are extremely cluttered inside, crammed with factory-made objects, and some better-quality items stolen in raids. Unlike Dragons, however, Orcs do not attach any real sentimental value to these objects, and regularly dispose of them to make room for new ones. Art objects made by other races are hoarded by high-status Orcs, but are regarded purely as status symbols.
Until they reach the age of maturity at nine, an Orc’s name is just a number designating their birth order and father’s name. For example, a young Orc might be named “Seventh of Skullhammer”. An adult Orc uses a name conferred on them by the owner of their factory-fort. Orcs of high-status or well-like fathers may be given names like “Brightsteel” or “Wolfblood”. The children of low-status or disliked fathers will be saddled with names like “Scumbucket” or “Rottenmouth”. Rebel Orcs who have fled the factory-forts, on the other hand, often eschew speaking Orcish, and might adopt new names in Western Common.
Orcish cuisine consist of two dishes – Slop and Barbeque. Orcish Slop, which is always prepared by females, consist of all the flesh, bones, entrails, vegetables, and seasonings on hand, hacked up, thrown into a big iron pot, and boiled. Orcish Barbeque, always cooked (and only consumed) by males, consists of whatever animals or people the Orcs captured on a raid, slow cooked (possibly alive) by a smokey fire. They especially love to roast Human babies on spits.
Orcs have a single sport – Faceball. Every factory-fort also has a Faceball team. A Faceball field is one hundred paces in length, and at either end is a prisoner tied to a post. A ball made from a skinned and stuffed Human, Elven, or Dwarven head is place in the middle of the field. Each team of nine Orcs runs from their own end of the field to acquire the ball. The goal is to hit the other team’s prisoner in the face with the ball (which scores 3 points), or else hit their body (scoring one point). The ball can be kicked, thrown, or carried. Any and all means, short of murder, may be used to acquire the ball from the opposing team. Once a goal is scored, the ball is placed again the center of the field, and the process is repeated twenty or more times until one team is the clear winner. Disputes about scoring are settled by each team appointing a “Puncher”. The two Punchers trade blows to the face, and the decision goes to the team whose Puncher endures the longest. Faceball games regularly devolve into deadly brawls involving both players and spectators,
Dead Orcs are disposed of in whatever way is convenient at the time. Often, they are simply thrown into one of the piles of garbage around the factory-fort (where all other kinds of waste are also flung). Eating the dead is not out of the question, particularly during hard times.
Contrary to popular stories, Orc males find the thought of touching a “flat-faced”, non-Orcish woman disgusting. Female Orcs, on the other hand, are often attracted to sufficiently strong and hairsute men of Human and Dwarven descent.
Many young Orcs rebel against their brutal society, and Orcish females in particular resent the abuse they suffer from their mates. There are said to be entire settlements of these runaway and rebel Orcs, who have acclimated themselves to the bright light of day. Rumors persist that the women in these settlements have somehow acquired potions allowing them to assume Human form, and have children by Human or Dwarven fathers. It is further said that many of rebel Orcs have even embraced the Chaotic and Good Alignments, and plan to one day reform all of Orcish society along egalitarian lines.
Typical Orcish armor consist of a battle apron of leather riveted with metal plates, studded leather gauntlets, and stiff leather boots. They use square shields of metal-bound wood, that frequently splinter and break. Leaders will occasionally have better armor of Hobgoblin make. Orcs generally prefer hacking weapons, such as axes, falchions, and bardiches, or else two-handed mauls resembling sledgehammers. Their favorite weapon of all is a large cleaver similar to a carcass splitter.
Orcs tend to attack in massive frontal assaults intended to overwhelm enemies with relentless brutality.
Orcs employ Giant Boars as battle steeds, and are the only race that manage them. They also raise slobbering, pug-faced Orcdogs for use in war, and as guards. Other animals are raised (under inhumane, factory-like conditions) by the Orcs’ slaves. Orcs may also hoard animals that other races consider valuable. Orcs often purchase the services of Ogre and Troll guards, and the factory owners sometimes bring in Hobgoblins as military trainers (despite the fact that Hobgoblins despise Orcs). Orcs sometimes ally with Devil Swine, and the most brutal Wereboars. Boreynes often choose to dwell near Orcs, and may run along with them on raids. The Boreynes may even decide to attack invaders obviously intended to harm “their” Orcs.
Orcish is an extremely vulgar language, and Orcs speaking other languages will always pepper their speech with obscenities. There is actually no way to be polite in Orcish – the only tones possible are groveling submission or contemptuous disregard. Orcish is written with exactly the same Runes used for Dwarven. Dwarves tend to get offended and very angry when confronted with this fact.
The Gnomish sages claim that in the days when the Wasteland was still green, Orcs were predominantly Neutral worshipers of Life and fertility who lived in forest caves. Then, their culture became increasingly Lawful, as they discovered mass-production. In fact, many Orcs are actually still Lawful, and only support their twisted culture because it is “The Traditional Orcish Way” (even though it wasn’t always). Evil, however, has infected every aspect of modern Orcish life. The average Orc will usually repay mercy with brutality, and kindness with sadistic cruelty. There may still be some hope for Orcish society, it is distant and faint.
Like most Bogeymen, “pure” Orcs cannot cast Spells, or perform Miracles. However, every Orcish factory-fort includes a chapel to the powers of Darkness, staffed by one or more Human (or Half-Orc) Depradators. Keeping the Orcs devoted to Evil is said to be a top priority for the Antichurch of Darkness, and having served in a mission among the Orcs is fast-track to the upper echelons of leadership among the Clerics of Evil. Besides worshiping the Lord and Lady of Darkness, Orcs often pay homage to the Evil Immortal Ishannakael, who led them into the lands of modern Maeland during the Reign of the Monsters.
The Half-Orcs sometimes born to Orcish mothers resemble either thickly built Humans with narrow eyes and large mouths, or else tall Dwarves. Males will have prolific body hair. Their skin color is the same as their Human or Dwarven father. They usually have a “piggish” noses, large teeth, and slightly pointed ears, although about 1 in 10 could pass for a “pure” Human or Dwarf upon casual observation.
Half Orcs can follow the same Character Classes as Humans or Dwarves. If they follow a Human Class, one of their Class’s Special Abilities will be replaced by “Infravision”. As mentioned above, they often become Depradator priests and priestesses. They are also sometimes found among the ranks of Thieves in the largest cities. If they are not Evil, they tend to be Chaotic – since the Friends of Chance are the only other religious community that freely welcomes them.
The most well-known Half-Orc of all was Strax Meat, the famous Beserker who was actually son of a Human Ranger and the runaway daughter of an Orcish Captain. While feared for his incredible strength, and the ruthless skill with which he wielded his famous cleaver, he also had a playful side – and was also known for his kindness towards children.
10 Monday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
Here’s a concisely-presented version of the revised Cleric Class I posted last week. This presentation eliminates much of the flavor text specific to the Panzoasia setting (especially the 9th and 14th Level Destinies). This entire block of characteristics could be printed on the flip side of a character sheet for easy reference.
A militant religious warrior granted special abilities by the Divine Powers.
|
Ability Rolls: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6 |
|
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter. |
|
To-Hit-AC 0 [Attack Bonus]: 19 [+0] Improves by 1 point at 2nd, 4th 6th, 8th, 10th, 12th, and 14th Level. |
|
Saving Throws: Death-13 | Wands-14 | Paralysis-15 | Breath Weapon-16 | Spells-12. Target numbers decrease by 1 point at 2nd, 4th 6th, 8th, 10th, 12, and 14th Level. |
|
Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. |
|
Starting Age: 20+d4 |
|
Starting Language(s): Western Common. (+Alignment Language if used) |
|
Armor and Weapon Familiarity: Cleric can identify all common arms and weapons, and can discern quality and materials with an Intelligence Check. Can use any armor, and any weapons not prohibited according to Alignment. (See Prohibited Weapons below). |
|
Heal an Ally: Cleric can restore Hit Points equal to own Experience Level. Usable a number of times per day equal to the Cleric’s Experience Level.
Recipient must have have lost Hit Points fighting by by Cleric’s side. |
|
Perform Miracles: Total Levels worth per day equal to Cleric’s Experience Level minus 1.
Maximum Level of Miracle allowed is equal to half Experience Level of Cleric.
Cleric can perform any Miracle on the list of Clerical Miracles (up to maximum Level allowed) without prior preparation, but cannot perform the same Miracle more than once per day. Cleric must be at be at least 2nd Experience Level to Perform Miracles. |
|
Religious Knowledge: Cleric automatically recalls facts regarding own Alignment and religion (including Planar Spirits of own Alignment). Can make Intelligence Check to recall similar knowledge relating to other Alignments, religions, and their Planar Spirits. |
|
Turn Undead: Wisdom Check to overcome 2HD worth of Undead per Cleric’s Experience Level.
Lawful Clerics make Undead cower, Chaotic Clerics make them confused, Good Clerics make them flee, and Evil Clerics can command them. Effect lasts 1 Round per Cleric’s Experience Level. Undead with 4 or less HD than Cleric must Save versus Spells or be destroyed. At 10th Level, Cleric can affect Planar Spirits of other Alignments. |
|
Prohibited Weapons: If Lawful, cannot use missile weapons or poison. If Chaotic, all weapons must be based on tools with other uses (spiked clubs, hammers, etc). If Good, cannot use edged weapons or poison. If Evil, cannot use blunt weapons. |
|
Spiritual Obligations: Must always zealously follow own Alignment, fight the opposite Alignment, seek to convert others, and obey superiors in Clerical organization. |
|
Experience Point Requirements per Level (or Minimum Hours Played): |
05 Wednesday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
This version of the B/X Cleric Class emphasizes the difference between ordinary priests and priestesses, who generally cannot perform miracles, and the kind of militant zealots who adventure and fight monsters. Like the other “Panzoasian” classes I’ve posted recently, this one is built on a framework of “Five Special Abilities + Two Restrictions/Weaknesses”.
Notable difference from the standard B/X Cleric include:
Abilities: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6
Special Abilities: Armor and Weapon Familiarity, Heal an Ally, Perform Miracles, Religious Knowledge, Turn Undead.
Restrictions and Weaknesses: Prohibited Weapons, Spiritual Obligations.
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.
Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. There are no Neutral Clerics – Druids are the equivalent of Clerics for the Congregation of Life.
Starting Age: 20+d4
Starting Language(s): Western Common.
Typical Starting Equipment:
Your character is one of the adventuring Human clergy who has taken up arms to advance and defend their beliefs. Although they are also a fully ordained official of their religion, your Cleric’s martial training distinguishes them from the mass of non-adventuring Priests and Priestesses who generally officiate over worship in villages, towns, and cities. Generally, only Humans are so fanatically devoted that they become militant, adventuring Clerics.
Even adventurers who are not of your character’s Alignment will welcome their assistance – especially their supernatural ability to heal allies. Additionally, your character is prepared like no other person to face the horrors of the Undead that lurk in the dark places of Panzoasia. As they gain experience, your character also becomes capable of performing wondrous miracles. On top of that, they are a capable warrior – albeit not quite as skilled as a dedicated Fighter.
When you choose your Cleric’s Alignment you are also choosing the religion they serve. The details of each religion’s terminology, iconography and worship vary somewhat across the four great Regions of Panzoasia (Ultimate West, Ultimate North, Ultimate South, and Ultimate East), but their philosophical orientations and essential moral teachings are consistent everywhere. Your character should always be preaching the truth of your Alignment and religion, and seeking new converts. (See below for an overview of the five Religions of the Ultimate West.)
In the Ultimate West, the Lawful-Aligned Clerics of Destiny and the Good-Aligned Clerics of Light have long been allied, but that alliance is now beginning to fray. Many Good Clerics believe the Assembly of Destiny has come under the influence of Evil – either unwittingly, or in a secret compact to impose absolute order on Panzoasia. Conversely, many Lawful Clerics see the Church of Light as disturbingly tolerant of the Chaotic-Aligned Friends of Chance, and much too sympathetic to Chaotic ideas about social equality and reform. That split is becoming especially pronounced in the Republic of Bythebia, where half the Senate of Gold Dragons has proclaimed its unwavering support for the Church of Light, and the other half has declared the Assembly of Destiny to be the one true way.
Armor and Weapon Familiarity: Not only does your character know how to properly employ most common types of armor and weapons (excluding those Prohibited to them on account of their Alignment), but you can also roll an Intelligence Check for them to:
Heal an Ally: Your character can heal the wounds of those who have fought by their side.
Perform Miracles: Once your character achieves 2nd Level the Divine Powers they serve will grant them the ability to Perform Miracles beyond simply healing their allies.
Religious Knowledge: Your character is completely familiar with the doctrines, symbolism, and practices of their own Alignment and religion, and can recall them without the need for any Ability Check.
Turn Undead: Whenever your character encounters one or more Undead, you can roll a Wisdom Check. Success means that one or more of the creatures will succumb to the power of your character’s Faith, with effects varying by the Cleric’s Alignment and Level.
Prohibited Weapons: Depending on their Alignment, your character is prohibited from using certain kinds of weapons.
Spiritual Obligations: Your character has obligations both to the Divine Powers they serve, and to their Clerical Order.
Your character may petition their Clerical Order (or Brethren, if they are Chaotic) to help them build a stronghold. If the Order agrees, they will pay half the cost of construction, and send 20+d20 1st Level Clerics to garrison it.
The current Patriarch or Matriarch of your character’s Clerical Order (or Brethren, if they are Chaotic) will die, be slain, or set out to attain Immortality shortly after your character achieves 14th Level. The remaining Superiors will then ask your character to become the new leader.
|
Exp. Points (Hours played) |
Exp. Level |
Hit Points |
Level Title |
THAC0 [Attack Roll Bonus] |
Max. Level of Miracle |
Total Levels of Miracles per Day |
Undead Turned per Attempt |
|
0 |
1 |
1d8 |
Missionary |
19 [0] |
– |
– |
2 HD |
|
2,250 (12 hours) |
2 |
2d8 |
Militant |
18 [+1 ] |
1st |
1 |
4 HD |
|
5,000 (24 hours) |
3 |
3d8 |
Zealot |
18 [+1] |
1st |
2 |
6 HD |
|
9,000 (36 hours) |
4 |
4d8 |
Holy Warrior (or Unholy Warrior) |
17 [+2] |
2nd |
3 |
8 HD |
|
16,000 (48 hours) |
5 |
5d8 |
Evangel (or Dark Evangel) |
17 [+2] |
2nd |
4 |
10 HD |
|
30,000 (60 hours) |
6 |
6d8 |
Partisan |
16 [+3] |
3rd |
5 |
12 HD |
|
60,000 (72 hours) |
7 |
7d8 |
Defender (or Dark Avenger) |
16 [+3] |
3rd |
6 |
14 HD |
|
120,000 (84 hours) |
8 |
8d8 |
Apostle |
15 [+4] |
4th |
7 |
16 HD |
|
220,000 (96 hours) |
9 |
9d8 |
Father Superior / Mother Superior |
15 [+4] |
4th |
8 |
18 HD |
|
300,000 (108 hours) |
10 |
9d8+2 |
Father Superior / Mother Superior |
14 [+5] |
5th |
9 |
20 HD |
|
420,000 (120 hours) |
11 |
9d8+4 |
Father Superior / Mother Superior |
14 [+5] |
5th |
10 |
22 HD |
|
540,000 (132 hours) |
12 |
9d8+6 |
Father Superior / Mother Superior |
13 [+6] |
6th |
11 |
24 HD |
|
660,000 (144 hours) |
13 |
9d8+8 |
Father Superior / Mother Superior |
13 [+6] |
6th |
12 |
26 HD |
|
780,000 (156 hours) |
14 |
9d8+10 |
Patriarch / Matriarch |
12 [+7] |
7th |
13 |
28 HD |
|
Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
|
1 |
13 |
14 |
15 |
16 |
12 |
|
2 – 3 |
12 |
13 |
14 |
15 |
11 |
|
4 – 5 |
11 |
12 |
13 |
14 |
10 |
|
6 – 7 |
10 |
11 |
12 |
13 |
9 |
|
8 – 9 |
9 |
10 |
11 |
12 |
8 |
|
10 –11 |
8 |
9 |
10 |
11 |
7 |
|
12 – 13 |
7 |
8 |
9 |
10 |
6 |
|
14 |
6 |
7 |
8 |
9 |
5 |
Divine Patrons: The Lord and Lady of Destiny.
Holy Symbol: The Wheel of Law.
Sacred Colors: Dark Blue, Gray, Violet.
Most Sacred Place: The Grand Temple of Destiny, located in the city of Caestus in Bythebia.
In the Ultimate West, the religion of Law is the Assembly of Destiny, which also runs most schools. It’s adventuring Clerics are called Ordained Judges, and their battles against the forces of Chaos have brought them both fame and infamy. They bring final justice to lawbreakers, oppose the unregulated use of magic (especially Illusionism), and kill Monsters they believe to be abominations contrary to the Natural Order. Non-adventuring Priests and Priestesss of Destiny, on the other hand, conduct numerous and intricate rites at their local Temple, educate children, and are often formally empowered to judge civil and criminal cases in their locality. Along with the (Good-aligned) Church of Light, the Assembly of Destiny enjoys much state patronage.
Divine Patrons: The Lord and Lady of Chance.
Holy Symbol: The Swirling Star.
Sacred Colors: Motley and Mixed Colors.
Most Sacred Place: The Citadel of Chaos, completely encompassing an island in the Gulf of Maeland.
The religion of Chaos in the Ultimate West is called the Friends of Chance, whose members also refer to themselves as The Free Brethren. The adventuring Clerics of Chaos are called Chaotes, and they tirelessly oppose every kind of restriction on personal freedom – even those imposed with benevolent intentions. The Chaotes have a very loose structure, and wear no special clothing. The Friends of Chance come together informally, either in hidden Safe Houses, or secluded areas outdoors. Worship begins with the consumption of intoxicants and playing of improvised music. Every ordinary devotee (or “Fellow Traveler”) present is free to dress as they will, and to dance, sing, or speak their mind as the spirit moves them. One or more Chaotes may, or may not, be present.
Chaotes tend to be especially fervent against the demonic cult of Evil Chaos, which they regard as a vile perversion that turns the message of freedom into a means of enslavement.
Divine Patrons: The Lord and Lady of Light.
Holy Symbol: The Anchor of Hope.
Sacred Colors: White, Saffron, Green.
Most Sacred Place: The Holy Mountain on the Isle of Albelon.
In the Ultimate West, the religion of Good is called the Church of Light, and its militant human Clerics (and Paladins) roam far and wide in their battles against Evil. Every adventuring cleric of Good belongs to an Order named after one of the Immortal Heroes or Heroines of Panzoasia. A male adventuring Cleric of the Church of Light is called a Warrior Monk or Canon, and puts the title “Brother” before his name. A female Cleric who adventures is called a Warrior Nun or Canoness, and puts “Sister” before her name. The non-adventuring Priest and Priestess who conduct worship in a local Church, on the other hand, are addressed as “Father” and “Mother”. Adventuring Clerics of Light may not marry (but are not necessarily expected to remain chaste). Non-adventuring Priests and Priestesses may marry – but not each other. The Church of Light enjoys the official patronage of most governments.
Divine Patrons: The Lord and Lady of Darkness.
Unholy Symbol: The Inverted Pentagram.
Unholy Colors: Black, Deep Purple, Crimson Red.
Most Unholy Place: The Basilica of Eternal Darkness, on the Cursed Island of Nerolan.
The religion of Evil in the Ultimate West is the Antichurch of Darkness, whose militant Human Clerics are the Depradators. Ideally, the vile rites at an Antichurch are performed by a Depradator Priest and Depradator Priestess together. However, since the clergy of Darkness have a pronounced tendency to assassinate each other, it is not unusual for only one or the other to be officiate alone! The Depradators were actually the first militant Clerics – Lawful, Chaotic, and Good Clerics arose to fight them during the Reign of the Monsters. The ceremonies of Darkness include admonitions to spite the other four Alignments by deliberately breaking laws, enslaving others, harming the innocent, and despoiling nature. Often, worship will be directed not towards the Lord and Lady of Darkness directly, but rather at some other Infernal power or Evil Immortal .
Divine Patrons: The Lord and Lady of Life.
Holy Symbol: The many-branched Tree of Life.
Sacred Colors: Green, Red, Brown, and undyed cloth.
Most Sacred Place: The Isle of Testing, off the coast of Maeland.
The Congregation of Life is the religion of Neutral-aligned Westerners. Once the predominant faith of Humans, it has receded in importance since the Reign of the Monsters, as the more extreme Alignments gain adherents. The worship of Life is conducted either at the remaining Stone Circles, around sacred trees (which may also be within rings of stones), atop verdant hills, or at the centers of holy Labyrinths. The regular, non-adventuring Priests and Priestesses of Life are usually married couples (or at least lovers), who regularly perform the Great Rite together to ensure the fertility of the crops. Services for the mass of worshipers are usually joyous and festive, involving much costumed dancing, singing, and feasting – but also the sacrifice of food and animals (which are always eaten afterward). Lawful clergy often condemn the religious rites of Life as “primitive” and “immoral”, and are known to use coercive tactics to convert Neutrals. The Neutral Alignment has no militant Clerics of its own, but rather the ancient order of Druids serves as its protectors and champions.