Rahne
The Goddess of War
"Nothing is impossible; some things are simply improbable."

Pennon of Rahne Alignment: Neutral Good
Portfolios: wisdom, warfare, seiges, strategy
Races: human, dwarf
Animal Totem: wolf

Physical Description: She is usually painted as a shorter woman with equally short, flaming red hair. Her green eyes seem hooded and distant, as though seeing things that no mortal could see. Rahne's bronzed skin covers thick muscles and a voluptuous endowment, and she often wears furs and leathers of a reddish tinge. The Goddess of Wisdom is usually depicted as surrounded by peacable wolves with reddish fur. Oddly barefoot, the best statue of Rahne lies in the monastary of Our Lady's Wisdom in the Heavensbane Mountains.

History: Three hundred years into the Age of Survival, the various kingdoms and city-states were falling into considerable disarray. Seige warfare continued to tear down those that remained, and true strategists were rare and few and far between one another. In the nation of Preselka, the nation's prince began to undermine his father's power. Seeing that the king's petty squabbles, useless luxuries, and lack of loyalty would destroy the kingdom, the prince set about organizing a secret set of guilds that would maintain the strength of Preselka. Slowly gathering treasures from across the land, and from his father's vault, Prince Namirka plotted the death and overthrow of his father, using his modest charisma, and his ruthless logic. As the death stroke was delivered in a coup that would shake the foundations of the kingdom, one of the treasures turned out to be a Relic -- the Relic of Rahne. The goddess quickly set about instructing her first Chosen, who learned the secrets of strategy and seiges with frightening speed. Over the next several millennia, word of the goddess spread, and gradually began to quell the various battles and wars. Where she was worshipped, uneasy peace sprang, for defensive fortifications became stronger and more resilient. Her priests and preachers brought wisdom and the long-view to regions torn asunder by wars and petty squabbles, disease and lasting anger. During the Shaping Wars, she guided members of many sides, helping them to maintain what footholds they gained. A mistress of defense, Rahne was well respected during the Age of Peace, and her thoughts and teachings were integrated with the work of Mikindim. In the Storm Wars, her followers were assassinated and targetted by Nathel, almost before the wars had begun. When Nabrol took up where Nathel had left off, Rahne was left with the uneasy task of rebuilding he hierarchy. The Church took a significant blow, and spent the next five centuries slowly recovering from that devestation. When the War of the Undead reared its ugly head, there was a resurgence in worship of Rahne, and she added two new Disciples to her church. Since that time, she has slowly grown in worship and power.

Relic: Deep within the Heavensbane Mountains, and high atop one of the highest of the mountain peaks, is a strong and well-built monastary to Rahne. Named "Our Lady's Wisdom", the monastary maintains a vast record of activities for the church, as well as Rahne's Relic. Well guarded and sitting atop nearly impossible passes, the monastary itself is virtually impregnable.

Church: The Church of Rahne has always sought to promote the long-term view of life. Acting more for the greater good than the individual man, the church has often seemed aloof and uninviting to the lower classes. But to the upper classes and the ruling classes, the words of Rahne's teachings have carried great influence. The church also helped to defend small towns and hamlets that were unable to protect themselves, from the inhuman tribes of ograns and goblins. Providing teachers in times of war, instructors in times of peace, and long-range thinkers in times of need, the church has always served as a bastion of knowledge and power to a dark and unfair world. The heart of the Church of Rahne is the Basilica in Karmen. A massive domed building with tall minerets, it is also heavily fortified, with wide grounds and thick walls. Unapproachable by seige engines, unclimbable by ladders, and unassaultable by conventional forces, the Basilica has stood as a symbol of Rahne's guidance since the Age of Peace. Often working hand in hand with other gods and their followers, Rahne plays no favorites, and promotes the general welfare however she can.

Clerics: The church of Rahne has a backbone of well-disiplined men and women that serve the goddess' purposes. Acting as preachers, leaders, instructors, and thinkers, they travel the land or speak from the pulpit against short-term planning, haste, and the lack of observation most people possess. Aiming their politics at the middle and upper classes, the clerics recruit the nobility, figuring that the commoners will follow. Working hand-in-hand with the clerics of Mikindim, they also serve as advisors to public defenses and war-works. In the midst of battles, the clerics are always on the front lines, assissting the local leaders in determining the fate of each man and woman fighting with them.

Monks: The few monks of Rahne tend to be independant thinkers, believing warfare in general to be a necessary evil. They often gather important information about historical wars and general wisdom, travelling about the world independant of the church. The "common man's" student of Rahne, they are a formidable force that helps maintain the viability of the church by performing deeds and services in its name.

Specialty priests: The specialists in the game of defense are the specialty priests of Rahne. It is said that one priestess of Rahne could hold off ten men; given a mark to prepare for them, she could hold off a hundred men. The priests naturally must have excellent law and soldiering skills, as well as detailed engineering and administrative skills. More is asked of the specialty priests of Rahne than any of her other followers: a Constitution of 10, an Intelligence of 12, and a Wisdom of 14. To aid them in their work, priests of Rahne receive major access to the sheres of All, Combat, Divination, Guardian, and Protection. They have minor access to the spheres of Charm, Creation, Elemental Earth, Healing, Necromantic, and Summoning. They are permitted to use whatever weapons or armor is necessary, and Rahne grants them several additional abilities, as well: 1) all spells from the major spheres of access have a zero casting time in any round, regardless of level, 2) they begin with four weapon proficiencies, and gain them at the same rate as a fighter, though at least one of those at 1st-level must be spent in a defensive weapons style, and 3) they can cast prayer shield (see entry below). Extreme long-term planners and leaders of men, they make excellent additions to any group, for their quick thinking and sound advice are often welcome.

Druids: The druids of Rahne are usually of sufficient level to ignore the gibes of the younger druids, or their horror at following a goddess of warfare. Her druids are possessed of dark vows of vengeance or penance, and maintain their loyalty to the Church for personal reasons that coincide with their vows to the land.


1st-level Priest Spell
Prayer Shield: (Alteration)
Sphere: Protection
Range: Touch
Components: V, M
Duration: Special
Casting Time: 0
Area of Effect: 1 person
Saving Throw: Neg.

By means of this spell, the specialty priest of Rahne is able to add a contingency prayer of protection to himself or someone close to him. In essence, the spell acts on the words, "Should harm befall the recipient of thy gift, this prayer..." Whenever the priest gives up the prayer, whomever is touched at the time of casting receives a blessing from Rahne that remains in effect until the conditions of the spell are met.

The blessing grants the recipient a potential +1 bonus to Armor Class for every odd-numbered level of the priest, up to a maximum of +5 at 9th-level. Up to three prayer shields can be in effect at once, with each prayer in silent waiting. The moment a physical blow of some sort is dealt to the recipient, in which a THAC0 roll is needed, the spell activates, granting the recipient the bonus to Armor Class, for that one strike. The moment the strike is complete, whether it succeeds or not, the prayer fades, no longer protecting the recipient.

The prayer is cumulative with magical spells, armor, and other prayers -- though only one prayer shield may be cast upon an individual at a time. Spells and armor that are not compatible with most other spells are considered compatible with the prayer, thanks to Rahne's divine intervention. If detect magic is cast upon the recipient of prayer shield, then he will glow faintly of alteration magic.

The material component of the spell is the priest's holy symbol, and certain prayers are uttered from the Book of War. The priest must be able to touch the recipient, for him to receive the bonuses of the prayer.

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