Fyrre (The Eternal Flame)

Chaotic Evil Intermediate Power

 
 
PPI: Fire
SPI: Purification, Forges/Smelting, Passion
Areas: Smoke, Consumption, Energy
Aliases: Fire Lord
Allies: Aerie, Ballog, Sembral
Foes: Aquallie, Celenia, Mahacto
Symbol: A fist surrounded by flame.
Holy Book: None
Outer Realm: Ignusium
Wor Alignment: CG, N, CN, NE and CE

Fyrre is the god of the elemental fire. Undying, all powerful, and indestructible, fire is both a tool and gift of this god. Fyrre is chaotic in nature, taking life one moment and protecting life the next. Yet his activities always bring about change. Whether it is emotional and touching those that need inspiration or turning them to panic and fear; bringing forth the aegis to aid in an act of creation or sending forth the energy needed to cause destruction, Fyrre is never ignored and once he touches something it is never the same as before. But his nature is more prone to the using up of things, consuming their energy and wreaking havoc upon it, than not.

The Church of Fyrre
 
CLERGY:  Clerics and Specialty Priest (Flamewarrior)
CLERGY ALIGN:  CG, CN, N, CE

    The clergy of Fyrre are agents of change. Fyrre's main power is the transformation of things and people, allowing them to be worked into something new or be consumed and destroyed. Also, the clergy of Fyrre have a fascination with fire in all forms. Be it open flames or the burning of a substance through the mixing of caustic agents, anything that causes the consumption of something is of interest to them. It is their mission to propagate change, find that which impassions others and get them to pursue it. The end result being a benefit or bane matters not.
    The organization of the church of Fyrre is ever changing. The clergy come and go as the need takes them and at times a shrine or temple may be abandoned.  Unlike other more organized and regulated religions of Kyranath, Fyrre does not have a great need of continually maintained sites, specially placed and sanctified buildings to maintain and focus his worship. Many forges, spontaneous wildfires, funerals by pyre and sacrifices as small as those made in the preparation of food allow Fyrre to hear the prayers of his followers. And so the shrines and temples can be abandoned, destroyed and then once again rebuilt as the ever-changing will of Fyrre demands. If at anytime one of the clergy is the last to leave one of the maintained shrines or temples, they will spread its Eternal Flame to consume the structure. Once it has been set afire, no follower of Fyrre will aid in stopping it from burning to the ground.

Dogma and Beliefs:

    More than anything else, Fyrre is the stimulus for change. There is no time in which the god's actions will cause a thing to remain as it was before his passing. There is no evil in fire. It transforms as well as destroys, brings about light, purifies and cleanses. Fire is the heart of society and community but also the bringer of ash and loss. Most cannot live without fire and yet neither can they live within it. Ore is smelted into steel through Fyrre, wood transformed into charcoal, a young man's love burns with desire and turns to lust for a young woman, the craftsman's idea takes shape into cold, hard goods to sell. Change is the essence of Fyrre.
    The general nature of the embodiment of the god Fyrre, the flame, sums up the way of thought of the followers of this god. They are both useful to society and often protective but can be dangerous. If worked with regularly and carefully they are very stable and useful as a tool but in this seeming control they are still a bit wild. If left unattended for long they will become unstable, perhaps go on a binge, cause trouble or even harm to others or they may just as likely burn themselves out. Even when contained, given a focus and kept under control the flame that burns without and the one within are still unpredictable.
    One of the key tenets of Fyrre is sacrifice. It takes the loss of something in order to attain change and posible gain. The temples of Fyrre hold sacrifice every day. Most of the time it is the seemingly simple one of the burning of wood, charcoal, coal or oil to maintain the temples pyre, its Eternal Flame and symbol of their adherence to the principals of Fyrre. But when greater need is asked of Fyrre, other sacrifice must be made. These sacrifices are not only by the clergy, but also the general worshipper who wants to ask of the god for help in their life. A sacrifice to Fyrre can be of grain or other farm goods, it can be large or small animals and at times even sentient beings. The measure of the sacrifice is all the same to Fyrre, though variation in sacrifice pleases him most. As long as it is a burden on the worshippers to part with their sacrifice then it is accepted. Sacrifice is worthless without loss, without it bringing forth the passions of those that make it.

The Path of Flame

Physical Manifestations:

    Fyrre appears as a flame, where ever flame burns. At times he has appeared in humanoid form and appears as an extremely strong blacksmith with ruddy features and red hair. In most of these humnoid appearances he appears as a very large dwarf or extremely stout human about five feet tall with red hair and beard and weilding a hammer.

Alters and Idols:

    The alter of Fyrre is a pit where an eternally burning flame is kept.  The ever burning flame is also the idol of Fyrre. Sacrifices to Fyrre are made directly to his alter and to the god.

Major Centers of Worship:

   The Largest temple of Fyrre is in Wallnuttown. There are also minor temples in Keytown, Cleftville, Sorrowtown and Fairingtown Branch. In most other places a shine provides all that is needed for worship. A follower of Fyrre may consider any open flame a place of worship, though for a sacrifice to Fyrre to be authorized a priest must be on hand to perform it.
    In every major place of worship there will be a large open flame which the clergy will never let die out as long as the site is used for sacrifice to Fyrre. This may be the only thing that marks the place of worship and some shrines are merely a circle of large stones where a fire is continually maintained. The use of magics are not permitted to accommodate this, either. Fresh material must be fed to the fire to keep it alive. The god of fire will not accept anything but the sacrifice and consumption of something to maintenance his Sacrificial Pyres. Depending on the leader of the temple and the community that worship in it, sacrifices will vary.
    Also in every temple complex can be found a forge and means for the making of arms. The church provides this as a means of both profit and worship. The followers donate their time and skills and the items created are sold for the funds to upkeep the temple or used to enrich the church and provide their guards and clergy with arms.

Worshipers:

     Worshippers of Fyrre generally have a great passion for life. They see in Fyrre a force for good, one that helps them in reaching their goals, nurtures and protects them. None truly go so far as to think of the destructive nature of Fyrre as good but the general society believes it has the greatest gift of Fyrre to thank for being able to survive the cold seasons and stave off predators. They feel this gift is in control. Even so, most worshippers are the kind of person that like to live on the edge, always pushing the limits and engaging the new and possibly dangerous aspects of progress and emotions in order to find excitement and vgior in life. This needn't be destructive but Fyrre's worshippers are never ones to be considered conservative or boring.
    Worshippers, like the clergy, are usually fascinated by fire. Though some worship Fyrre because he enables their passions for creation and provides the energy needed to practice their skills (I.E. blacksmiths, metal workers, brewers and the like), even these will be found to have a great deal more passion and dedication in their work than many others. The ones that practice trades using fire but are not so impassioned turn more towards Telk. It is Fyrre that gets the fanatics.

The Clergy:

      As mentioned before, the clergy attempt to impassion change in others. Freedom of expression is all well and good but if it doesn't bring forth change, some sort of loss or transformation, then what good is it? Fyrre teaches that nothing can remain. All things are either to be taken and transformed into something useful or be destroyed to make room for those things that will be of use. The clergy pushes this message forth through the teaching of the Path of Flame and the creation of forged items, especially arms. It is rare to find a temple or shrine that is ran by fanatics wishing to see fire consume the world. It is the followers of Ballog or the rare loner of Fyrre that have this dream. Instead they teach the use of fire to continually recreate the world, make room for new ideas and progress and to always follow your own passions and better yourself.

Church Hierarchy:

      "Fire is the passion of our lord, bringing forth change. Be it for good or evil, let it burn." – Gravin Hammertong, Priest of the Flame in Sorrowtown at being told of the burning of the temple of Thr by orcs (655 - )

     Fyrre has a very lose organization at best, but there is a need to propagate the beliefs of Fyrre and care for the followers, so the building of temples and shrines and their care is needed. Those that have the passion to spread the word and strengthen the church through service come to these temples and maintain them for the use of all worshippers. Those that first come to the temple or shrine are only Initiates of the Flame, still untried and of very little understanding and power. Many fail and are consumed by their passion to serve Fyrre and either leave or are forced away. But enough stay and become more, gaining a place in the structure of worship that is part of the church.
   After the period of being an Initiate of the Flame and showing that they able to shoulder responsibility towards the temple and service to others on the Path of Flame, the cleric is made into an Acolyte of the Flame.  The Acolyte of the Flame is given a special ritually created suit of studded leather armor. This armor has been tailored for the wearer, and is meant to be a 'tap' to his surroundings and enabling him to gather together Fyrre's essence. The wearer is then able to utilize the greater powers granted by Fyrre and pray for greater divine spells (those higher than 3rd-level). Every Initiate has been taught how to tap upon the powers on their own, without the aid of this ritually created armor, however... many never move beyond the very simplest of Fyrre's essence and so never move beyond this level of power. It is only through teaching at the temples and sacrifice that a cleric may rise above the basest levels of power. A burning passion for power must be within the clergyman to enable them to move on without being destroyed. The ritualistic armor aids in this by focusing the Acolyte and keeping him on his path.

Initiate of the Flame- The least powerful and passionate in their worship of Fyrre are the Initiates of the Flame. Like moths around a torch, there is almost always a handful seeking to aid in sacrifice and give help to the worshippers of Fyrre at most temples. But as their passions take hold of them most do not remain to continue such service.
    The Initiates of the Flame wear red robes or clothing and usually studded leather with the symbol of Fyrre embroidered or worked on their chest.

Acolyte of the Flame - Those few Initiates that have decided their path would keep them at a temple or shrine to learn more deeply the ways of Fyrre become Acolytes of the Flame. These make up the greatest number of Fyrre's clergy. They range from the least in power to those that can gain the greatest favor of the god. Each has found in them something to hold them to the service of the church and maintenance of the temples and shrines.
    An Acolyte can normally be known by their charcoal gray robes with the embroidered symbol of Fyrre on their chest. When they need armor it is generally a ritually created studded leather armor, perfectly fitted to the Acolyte in its making, though those at need or with the desire can wear any armor they can afford. Generally if able they wear all metal armors such as banded or plate mails.

Flamewarrior- Some Acolytes of the Flame find they are touched by the passions of Fyrre and are granted special abilities. Once found, these are trained in the ways of the Flamewarrior. The flame warriors normally do not remain in the temple organization but still serve the greater cause of Fyrre and so hold ties to the temples. Their abilities and powers are linked to the temples by their need to create special armors and arms to aid them in their service (see Specialty Priest: Flamewarrior below).
    The Flamewarrior are given great leeway in what they wear but each is given a special studded leather armor that they will use until they are at need for new armor or reached a level of faith where they are able to create a better set of armor for themselves. Flamewarriors have no favored weapon but many believe the use of a blade honors the enemy of Fyrre, Mahacto, and so will not use them.

Keeper of the Flame - The Acolyte who has gained favor and knowledge of the Eternal Flame and is so respected by those around him that they have become the leader of those that maintain the Sacrificial Pyre become the Keeper of the Flame. One sign that they are of enough power is the ability to produce flame through divine favor (can cast 3rd-level spells). It is their duty to see that the Eternal Flame of the shrine or temple never goes out at pain of their own death. This priest does all important sacrifices and ceremonies at the shrines and temples. Most shrines are lead by a single Keeper of the Flame, though temples will have many considered of equal status and share in the keeping of the Sacrificial Pyre.
    The Keepers of the Flame wear charcoal gray robes with red trim and an emblazoned fist embroidered on their chest.

Priest of the Flame - The Keeper of the Flame within a Temple that has risen above those of his brothers that are responsible for the Sacrificial Pyre is made the Priest of the Flame. Their power is said to be such that they can call forth the divine flame and strike Fyrre's foes from the sky (can cast 5th-level spells). It is still his responsibility to see that the Pyre never goes out but he no longer need actually feed it sacrifices. It has become his duty to run the Temple as a whole and see that it is serving the needs of the community in which it stands.
    Priests of the Flame wear robes of black with wide red sashes about their waist and a large holy symbol of Fyrre hanging from their neck onto their chest.

Barer of the Flame- One person is always found to shine forth above the others within those that would serve the cause of keeping Fyrre present in the minds of the people. This person has risen through the ranks, serving for many years and showed their worth as leader and in divine favor. The Priest of the Flame that is thought above all others is called the Barer of the Flame. It is said that his face, once he is recognized as such by the majority of other Priests of the Flame, begins to burn, becomes covered in flame obscuring his features. His power is such that he can call forth a flaming chariot to travel the skies from temple to temple (can cast 7th-level spells).
    The robes of the Barer of the Flame are perfect black, no other color shows but for the natural color of flames about his face and the symbol hanging on his chest about his neck.

Ceremonies and Holy Days:

Feeding the Flames (daily)
Each and every day that a shrine or temple is to remain in service to Fyrre a sacrifice must be fed to the Eternal Flame that is the Alter of Fyrre. Larger and more specific sacrifices are made for special occasions but in general it is just the burning of fuel to keep the fire going that is made throughout each day. If at anytime the last priest maintaining the Eternal Flame is going to leave and so the fire be allowed to burn out, he is to spread the fire over the structure and allow it to consume it before he departs.

Priestly Vestments:

     The clergy of Fyrre wear bright red, charcoal gray and black clothing representing the stages of fire's consumption, usually with the holy symbol embroidered on the chest. These make up the most commonly seen colors of the clergy of Fyrre. Great leeway is given to the style and type of actual clothing worn though colors are important to designate rank within the service to a temple or shrine. Initiates wear red but once found able to be considered reliable wear charcoal gray. Higher level priests wear black and upper levels have red trim or a sash. A combination of red trim on black or smoke colored robes indicates higher station in the church. A sash of red indicates a leadership rank.
    The clergy when serving Fyrre will always wear a holy symbol around their neck and typically wear studded leather armor. This is the least type of armor they will wear and if they can afford it will wear an armor type that is made entirely of metal. The favored weapons are hammers but any forged weapon may be used though many believe using a blades honors one of Fyrre's enemies, Mahacto, and so will not use one.

Affiliated Orders, Societies and Guilds:

Warriors of the Flame - Warriors of the Flame are a group of fighters who search the realm seeking the legendary True Flame of Eternity. The legend of the Eternal Flame is one of ancient storytelling. It is believed when the gods first came to Kyranath that they each manifested themselves in some material way. Sembral was an axe, Thr a large mountain range, the Creator is the sun but Fyrre came as an eternally burning flame. The story relates how finding these manifestations of the god will bring the believer closer to the god able to speak with him and gain from them his favor. Most followers of the gods no longer believe this tale to be based in truth but the Warriors of the Flame still do.
    There goal is to search Kyranath until they have found the True Flame of Eternity. Once they find it, they will allow it to consume their material body leaving them only their purified soul to live as immortal servants of Fyrre and spread his energy across the world. The Warriors are fanatic in their pursuit of this legend and will let no hint of rumor of it go uninvestigated.

Company of the Forge - Many worshippers of Fyrre are those that use a forge. Armorers, bladesmiths, weaponmakers. metal workers and blacksmiths have all combined to form a guild called the Company of the Forge. Other than the teaching of their art and skill and the production of useable items for sale, they have no other agenda. It is just that they keep their most secret techniques away from those other than worshippers of Fyrre, in their belief that only the god of the forge should have followers able to create the greatest of forged items. While Telk may have those that bring on new innovations that the Company of the Forge will then use, Telk's followers do not seek to keep them a secret. Telk followers gain favor in spreading such information. Fyrre gains nothing by allowing others to gain skill at the forge without their worship and so he gives aid to the Company of the Forge for their loyalty to him and his power.
 

Church Errata:

Allies

Aerie - Fyrre's elemental neighbor is Aerie. He is his brother in freedom. Both will their followers to act on their emotions, follow their own path and be what creation would allow them. Each aids the other in their followers reaching this goal. The gifts of Fyrre allow people to live where ever they want helping to purify areas, hold off predators and the cold, cook and make what is needed to survive and so aids them in their freedom to travel and not be tied to one community. Aerie aids in the dispersion of Fyrre's energy, moves smoke, enriches steel in the forge, creates heat and feeds fire. The two gods may at times disagree like any siblings but in general they are great allies.

Ballog - To a point Fyrre is an ally of Ballog. Both would see change and chaos is needed for change. Ballog would use Fyrre and his energy to reach his goals, but like so many other gods, once that goal is achieved the god would no longer be useful. Fyrre will help Ballog as long as he is only wanting chaos, change and destruction, but Fyrre is not wanting to actually destroy utterly, but to transform. The nihilistic views of Ballog would bring a time when there was noting left to transform, nothing to consume or purify and so these two can only be part time allies at best.

Sembral *** - Though Sembral cares little for passion or freedom, Fyrre can work with the god of conflict and war to enable these. War is a time when passions reach their greatest heights. Fyrre uses such time to bring forth a release that has been till then allowed to be contained in the more useful manifestation of his power. The cook fire and forge now feed the source of destruction rather than the maintenance of society. While the use of fire in either way is acceptable to Fyrre, it is in times of released passions and the use of fire in battle that his energy is used to cause the greatest change and more consumption. Thus Fyrre and Sembral walk many times hand in hand across the face of creation.

Foes

Celenia - In the greater balance of the cosmos, Fyrre is not evil and yet Fyrre is one of the destroyers. Be it a necessary destruction that serves good or one person's selfish goals doesn't matter in the end there is still destruction. The god Celenia is the preserver. It is her goal to see that nothing is torn down, destroyed or need face pain or sacrifice lest it is to save others. Since the insatiable lust for consumption that is a part of Fyrre's nature cannot take into account the needs of others this makes Celenia's interference in the process a bur in Fyrre's side.

Mahacto - Fyrre teaches each to live a life of unbridled passion, to reach for your goals and use whatever it takes to gain them. The disciplinarian Mahacto preaches reservation and the giving of yourself to order and internalizing your goals. They are idealistically at odds. Mahacto would make the energy of Fyrre be only a tool to be controlled not the result of passion. His need for order would chain Fyrre and make of him nothing but a source of power for others to use but not let it out to become the uncaring and unstoppable force that it should be.

Aquallie ***- The god of elemental water is Fyrre's elemental opposite and so greatest foe. The two gods are siblings of creation, balanced in the great cosmos and yet fight over the hearts and souls of those that can give each worship. Though each touches on the emotions of their followers, Aquallie needs to be restrained, held and gathered into a greater and stronger source that can feed many while Fyrre's need is to be free, left to run wild and only need feed one. When they meet they cancel each other out. The battle for dominance between the two is never ending.

***denotes a major factor
 

Appendix 1: Classes of Fyrre

      All Clergy of Fyrre get Thardferrian Religion and Fire-Starting as bonus NWP.

Clerics of Fyrre
 
Requirement: Constitution 11, Wisdom 9
Prime Requisites: Wisdom
Major Spheres: All, Charm, Combat, Divination, Elemental (Fire), Guardian and Sun 
Minor Spheres: Elemental  (Air and Earth), Healing, Necromantic and Protection. 
Spell notes: None

Special Abilities:

Specialty Priests (Flamewarriors)
Races Allowed: Any.
Requirements: Str 12, Con 12, Wis 12.
Prime Requisites: Wisdom and Strength.
Alignment: CN, CE.
Weapons: Any forged weapon.
Armor: Any which includes metal as part of the armor.
Magic Items: As for clerics.
Required proficiencies: One of the following: Armorer*, Blacksmithing, Brewing, Cooking, Pottery or Weaponsmithing*.
Bonus Proficiencies:  Religion, plus Fire-Starting.
*These proficiencies may be gained without any crossover penalty.

    When a priest is excepted into Fyrre's holy communion as a Flamewarrior, the last flame that he feels will be the kiss of Fyrre's symbol burned into his skin. This is usually done on the chest over the heart but some temples will do it on the Acolyte's forehead. This represents the old person being consumed and a new person rising from the ashes, changed for the better and the direct purpose of serving Fyrre. From this point on he will no longer be able to be burned by normal flame for as long as he serves Fyrre.
    But the god Fyrre is a fickle god, often changing his mind at a whim. His powers granted to his priests are great, but he does not give them away freely or to those undeserving.  Those studied in the ways of Fyrre know what it takes in his eyes, to be worthy of his boons and take what steps are needed to remain in his good graces.
    After the period of being an Acolyte of the Flame, every Flamewarrior of Fyrre is given a special suit of studded leather armor. This armor has been ritually created, tailored for the wearer, and is meant to be a 'tap' to his surroundings enabling him to gather together Fyrre's essence. The wearer can then utilize the powers granted by Fyrre. Every Acolyte has been taught how to tap upon the powers on their own, without the aid of this ritually benefited armor, however... later in the journey of the Flamewarrior on their path towards the true flame, it is found that the armor will be required in order to fully mature inthe ways of Fyrre. Without the sanctified armor, the Acolyte will find that he can maintain minimal powers of Fyrre (cast up to 2nd-level spells and use up to 2nd-level granted powers) but no more. With the ritual studded leather provided them, they are able to tap into once unknown powers, and utilize it more efficiently, thus enabling them to gain more of Fyrre's strength (now being able to cast up to 4th-level spells and use up to 4th-level granted powers).
    Every Acolyte is versed in the teachings of Fyrre and understands that there will come a time when the channeling armor provided to them will no longer meet their needs in order to receive Fyrre's energies. For this reason they are taught rigorously how to perform the very same rituals that were performed on their provided studded leather Armor.
    After they are on their own, and finding the need to tap into the larger pool of Fyrre's energies, they will discover the need to create a new channeler, a stronger suit of armor. This armor will have to be crafted predominately of metal. The rituals learned as an Acolyte will have to be performed to exacting standards over the time needed to forge the metal armor. The Flamewarrior need not know the actual skill of armorer or later weaponsmithing, etc., to manufacture what is needed; they can enlist the aid of those members of the church within the temple but must be there throughout the process as each piece is shaped and set upon the Flamewarrior as it is forged and cools to fit them perfectly. With great effort it takes on the form desired and serves as a new channel to Fyrre. This armor can be any kind with mostly metal fabrication, (I.E. Splint Mail, Chain Mail, Banded Mail, Half Plate, Full Plate, etc...). At the time of its creation, the armor will embrace the flames which have helped form it, and forever be able to tap into the source at an ability similar to that of its creator (will allow use of current level at time of creation to a maximum of level 7. So if a level 5 Flamewarrior created it, it would allow Flamewarrior abilities and the casting of spells upto and including level 5.)
    The material to create this item is the same needed to create any suit of armor of its kind, however the time to create the armor is reduced by 66%. The acolytes find it easy to work with the flames, and alongside them making the metal much more malleable (through this ritual) than any normal smith could. The armor will be imbued with a toughness, because of the way it was forge, greater than a normal armor of its kind, however this will only affect what would be able to damage it (150% toughness is gained but no bonus to AC). The armor is also perfectly fit to the Flamewarrior and so wears less encumbering and acts as if it were of a weight 66% of normal  for a suit of armor of the same type. If the normal time and cost is used to create the armor as a regular suit would need, then there is the normal chance of a quality suit of armor being created which would grant it a +1 to AC.
    Eventually, the Flamewarrior will find that his armor is once again not tapping into the full potential of Fyrre's power, and at that time he will need to 'reimbue' the essence of Fyrre into his armor. This will take no more material components, however it will take a similar amount of time to perform as the armor is again forged to fit him anew, and making any adjustments and repairs needed. It will also require a special Holy Symbol to perform the ritual, with a material value is no less than 200 gold pieces. (Reimbuing the armor, allows current level of armor + 2 to the  'tapping ability'. So, if the armor is reimbued at level 7, it would then 'work' until level 9.)
    If the Flamewarrior is unable to perform this very powerful ritual, he does have the option of recreating a new set of armor, however he must gather brand new components. It has been rumored that weapons created from old suits of Flamewarrior armor by the Flamewarrior who created it may have special and interesting properties. To do this the Flamewarrior must actually have the skills needed. Any such armor melted down and forged anew into a weapon will gain one of the following, +1 to hit, +1 to damage or +2 to Initiative. Other properties may also occur spontaneously determined by the DM and the favor the Flamewarrior has gained with his god.
    The Fyrrean Shield, is another instrument in which a Flamewarrior may use to channel the powers Fyrre grants him. At any time a Flamewarrior may ritually forge a metal shield (they must have the skills to do this) and so tap into powers that have not been available to them. (The shield adds +1 to the 'tapping' ability of Fyrre's power. So, a level 5 Flamewarrior with a level 5 suit of armor, gains the ability to 'tap' up to level 6 ability). The shield is usually made of bronze but can be of any metal. Such shields are twice as heavy as normal shields of their size. If the Flame warrior is not holding the shield then they do not gain its increase in 'tapping' ability.
    Early on it may be required to do any of these rituals at a Temple. Later,  if they have the skills to work a forge themselves, the Flamewarrior need only to bless a forge with divine power after praying for a week to purify it, before being able to use a 'non sanctified' forge.
    Through these rituals, Fyrre becomes pleased with his elite followers, and the boons granted to them only become greater. However ignorance to his essence and in the ways of the flame can limit just how much power they may ever receive from him. To become truly strong in Fyrre's energies, a Flamewarrior must ever perfect his armor and so become a greater warrior for the flame.

Special Granted Powers:

Appendix 2: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Bless Augury Continual Light* (Eternal Flame) Abjure
Combine Enthrall Dispel Magic Control Temperature, 10' Radius
Cure Light Wounds Fire Trap + Flame Walk + Cause Serious Wounds* (Burn) +
Detect Magic Flame Blade + Flaming Script ! Divination (Pyromancy)
Endure Heat / Endure Cold + Heat Metal Glyph of Warding Produce Fire +
Faerie Fire + Obscurement (Smoke) Prayer Spell Immunity
Light* Produce Flame+ Protection From Fire +
Purify Food & Drink Resist Fire/Resist Cold + Pyrotechnics +
Remove Fear Spiritual Hammer
Sanctuary
5th level 6th level 7th level
Atonement (Pruitfication) Conjure Fire Elemental + Chariot of Sustarre 
Commune Find the Path Fire Storm +
Flame Strike + Fire Seeds + Wither* (Immolate) +
Quest
Wall of Fire +
      Italicized spells are reversible.
      * denotes a spell that is normally reversible but is not reversible by the SP.
      + These spells are cast as if the Flamewarrior were 3 levels higher.
      (Alternate spell name) This spell act exactly as described in the PHB but with fire special effects.
      ! See Spell description below
      Wither is the reverse of Regenerate.
Flaming Script (Elemental - Fire)
level: 3
Range: 0
Components: M, V, S
Duration: Special
Casting Time: 1 Rd.
Area of Effect: One Object
Saving Throw: N/A

    The Priest is able to write up to two words per level on any substance that is able to be burned or melted without harming it. The script  appears as bright, magical flame of any desired color, able to be seen in any light at the moment a predetermined trigger is set off.
    The priest needs to speak the words to be shown in the language in which they will appear as well as state the color and trigger at the time of casting. The priest does not need to know how to read or write, only speak the words in the proper language at the time of the casting of the spell. The writing will then appear  in the language used when triggered. The spell lasts until triggered or dispelled. The message will then remain once triggered for 1 turn / level of the priest at the time it was cast.
    A secondary function is to not set a trigger but have the words permanently burned or engraved into a surface when cast. The words will hereafter appear in the surface without harming it otherwise. One word or simple design can be so engraved per level of the priest. With this application, the duration is permanent. Artistic ability is not needed. The priest describes the symbol or speaks the word and it is produced on the object in the language in which it was spoken as if engraved by a master artisan. If the priest has seen a symbol or design and knows its name, this is all that is needed to be stated in order for the spell to duplicate it.
    The material component is a hot coal, which is taken by hand and used to scribe the words over the object as the priest speaks them.


Appendix 3: Outer Realm of Fyrre

Ignusium

     Ignusium is the plain of fire. Upon the plain there are cities made of brass ruled by the favored servants of Fyrre. The worshippers who have won favor of Fyrre are saved from the Abyss and the Realm of the Dead by Fyrre, recreated as spirits of fire that are no longer consumed by its energy and given a place to live in the Brass cities. Here all their passions are finally allowed to be pursued and come true.
    Upon the plain itself are roads of smooth, forged metal connecting one city to the next. Chariots with wheels of tempered steel hammer their way across them through forests of fire trees. Flaming gardens of various and beautifully colored plants made of flame can be found throughout the realm. Clouds of multicolored smoke drift across the horizon forming paintings inthe sky, while fire birds and other creatures of the flame live on the wild burning plain giving the people living there entertainment and sport.