Garalax (The Master Schemer)

Lawful Evil Intermediate Power

 
 
PPI: Conspiracy
SPI: Assassination, Espionage, Politics
Areas: Intimidation, Murder, Organized Crime, Poisons
Aliases: The Night Mask, The Dread Whisper, Death's Harbinger
Allies: Ajoetis, Diadria, Jandor, Maldread, Syth.
Foes: Anthor, Mahacto, Thr, Tyre .
Symbol: A curved knife.
Holy Book: The Black Book
Outer Realm: None
Wor Alignment: LN, N, CN, LE, NE, CE

Garalax, master of conspiracy, murder and any organized criminal and political endeavors is one of the most feared gods of Kyranath. It is said Garalax is the harbinger of death and herald of doom, the calm before the storm and the itch before gangrene. Garalax has an image portrayed by many as the killer in the night, the creeping doom, the fiend underneath the bed and the silent stalker. The mere mention of his name is enough to cause discomfort in even the most powerful and tested warrior or greatest of leaders. He can bring destruction or the toppling of greatness to all, by a silent and ritualistic death or humiliation and blackmail. Through elaborate plans and intrigue, Garalax can bring the seeming untouchable and most powerful low or raise up the lowest of the low to a position of greatness.

The Conspiracy (The Church of Garalax)
 
CLERGY:  Cleric and Specialty Priest (Assassin).
CLERGY ALIGN:  LN, N, LE, NE

Dogma and Beliefs:

    Most people associate Garalax with murder and assassination. This is only because these are the tools he uses that are the most noticeable and offensive to most. But the influence of Garalax goes so much deeper and beyond this openly gratuitous means of manipulation used to gain power for himself and his followers. Garalax is the grand schemer that has his hands in anything and everything that can provide a means of power over others. Conspiracy is not only the planning of murder but also the plans to control or manipulate resources or even peoples minds and way of looking at others in the world. It is just as pleasing to Garalax, maybe even more so, to plot for the ultimate humiliation of someone and their eventual fall from power, as it is to bring about their death.
    Whatever the background or calling the worshipper may have, they all feel they are part of a greater scheme. They may only play a small part or may be a major player, but being part of this greater scheme gives them a feeling of importance, of being part of something greater. It is believed by all followers of Garalax that no one should be ignored. Most may wish they were ignored by the greater scheme of Garalax but those that give him their worship want his notice and want to be part of something greater, perhaps even an important part. Many wish to be more powerful while others only want to serve, but all have a need to be included and to help to bring about their own personal goal that adds to the greater plan.
    Through political means and the manipulations of those that are in power, Garalax holds the purse strings and control of armies in his manipulative hands. Though it is not through straight domination of these powers or even direct order, the conspiratorial influences he can bring to bear can get him most anything he needs to achieve his overall plans. Politics isn't as much negotiations and charisma as it is plotting and contriving a means of dealing with others and getting what you want from them. In this the followers of Garalax excel. Most do not even hold the actual power but can pull the strings to those that do.
    Assassination is one way of achieving the power you need, spying is another, each has its place and neither supplants the other. It is the grand plan, the manipulation and control through knowledge, bluff and fear that is the goal. The overall state of who is in power isn't what is important, only how they got there and what you have on them to influence them to give you what you need that matters. The tools of assassination, blackmail, intimidation, wealth and power are secondary to the actual manipulations and conspiracy that is being executed.
    The followers of Garalax are not randomly motivated or have any wish to inspire chaos. Their plans are intricate and long reaching. Many  years of rumor mongering and planted evidence may be used to build a conspiracy against or for an individual. Culmination of these is rarely the end but only a step in an even greater plan known by Garalax alone. Though at times it may seem random, every action and piece of the grand scheme follows an orderly schedule in the greater conspiracy to control everything that is Garalax's goal.
    In general the worshippers of Garalax may not strictly follow the laws of society, and in many cases scoff at them or are actively working against them. What they follow is their own specific orders or the laws of the Conspiracy. They are highly disciplined and ritualistic but may be thieves, murderers and other criminals but in executing these crimes they are methodological and organized. A murder is not just committed, but it is planed. The place, time and even manner in which the cuts are made can be extremely exact. Thefts are never spontaneous but instead motivated by a the plan and for some greater need. Each will be cased and equipped perfectly; bribes paid if needed to get people to look the other way, timing down to the second, exact escape route known and a fence already set up to move the product to the buyer. A worshipper of Garalax may secretly be a conspirator against some power or authority, may be completely lawful and never commit a crime themselves, but they will back those that will do what is needed to execute what must be done to attain the final goal. For some it isn't what deed is done but the reasons for which it is needing to be done, that is important. So they live by their own laws, serving a greater organization and purpose thatn society.

The Code of Garalax

Physical Manifestations:

    Garalax is usually seen as a shadowy figure who speaks in a low, deep male voice that seems not to emanate from his body but next to the listener's ear. He usually appears as tall and strongly built, in dark but indiscriminate clothing. He always carries an unsheathed curved knife.

Alters and Idols:

    Garalax has no idol but has an alter that is able to have a sacrifice bound to it while it is ritually maimed or cut. This alter is generally of stone but can also be a table made of metal. The blood flow must be able to drain from the alter and collected, kept for later use in making the Empowered Blood.

Major Centers of Worship:

    Garalax has a covert and cultist following, moving their places of worship at a moments notice. The general population of Kyranath does not believe the worship of Garalax as useful to society and persecutes the entire Conspiracy without mercy. For this reason there is no permanently established temples to Garalax to be found anywhere in Kyranath. Secret back room meetings and hidden temples may only be found by those that are part of the Conspiray or along with devout followers of Garalax who ring them. their whereabouts are learned by word of mouth only and no stranger is ever told.
        The lack of  many devout and also socially acceptable worshippers is the main reason that there is no permanent temples to Garalax. Though in most any leader's life they have need of what Garalax can provide, they rarely continue their worship of him after they achieve their goals. None have ever memorialized their worship and praise to him in their time of need, by building a temple. But the worshippers that give praise and live by the codes and rituals of Garalax year round do maintain shrines and places of worship for the devout. These are typically dark crypts, windowless back rooms, hidden cellars or secret rooms where they practice their dark worship. They are marked by only an alter usable for sacrifice and a means to catch the blood that flows from the ritualistic cutting done upon the one ofered. Not all sacrifices lead to death, but all must include loss to those wishing to be blessed by the god.

Worshipers:

     One would think that only criminals and underworld rogues, murderers and assassins would worship Garalax and for the most part this is true. But there is also those that are hungry for power and will use whatever means to reach their goals that are available to them. So there may be soldiers, merchants, politicians, rulers, headmasters of schools, craftsmen and guild masters or any other person that wants to be at the head or preeminent in his field that worship Garalax. Though never a devout worshipper, even some good people may at times give a prayer to the Conspirator when they are planning a coup or other hostile takeover or maybe just want to have another person with authority over them fall so they can become their replacement. This sort of worshipper never lasts and gives Garalax little power, but even a moments power over a good person is worth more than a lifetime of an evil worshipper who has never actually acted to topple a person in power. In times of war and threats to their security most any ruler will need to give Garalax prayer in order to spy on and hope to not be surprised by their enemies.

The Clergy:

      The priesthood of Garalax are masters of ritual, performing bizarre and intricate disciplines involving the maiming and death of their sacrifices. The destruction of a person's power and prestige is as good as that of their body in the eyes of many of the followers of Garalax. The clergy of Garalax bring death in the dark of night to those for which they no further need. They strike after elaborate planning to give power to their god, take down his enemies and put his believers into power.

Church Hierarchy:

      "Faith in power.  Power in Faith"  - Justin Harrowcourt, Baron of Harrowcourt, Lithar (born 722 -)

     "I love it when a plan comes together" - Major Eleander Lonagall (3rd Cavalry Div - Lithar)

     The clergy of Garalax is not empowered by placement in the temples or as leaders of shrines but by their deeds that have brought about the rise or fall of others. They see more need in encouraging and manipulating the grand scheme than in aggrandizing themselves or leading others. Each knows that with accumulated power only comes more that they can lose and a greater fall when they do and so most maintain an usefulness without achieving great notice.

Collaborators - Brought into the rituals of worship by one in the Conspiracy, these serve in whatever means necessary until such time as they are able to pray for divine favor of Garalax. Their typical duties are protecting and hiding the shrines, guarding prisoners of the Conspiracy and other odd jobs. Once they achieve some training and are accepted in to the church, there is two main types of Collaborator level clergy in the Conspiracy:

Collaborator Priest- Once accepted by Garalax, having received his divine spells through their prayers and able to call for aid from their god (cast 2nd-level spells), the Collaborators become one of the priests of Garalax. It is the priests that work as lower level clergy at the shrines and in any hidden temples of Garalax.
Executioner - Once trained in the ways of killing, able to take a life without feelings of regret and guilt, many of the clergy of Garalax take up residence with a lord or local leader. Many work along side the torturers of Jandor and become the dealers of punishment for these lords and in their jurisdiction. Many maintain or are assigned to the dungeons, gaols or prisons within their lord's holdings. They are not the enforcers of the law but are the executioners of its sentences against the unlawful.
The Chosen - This level is only achieved through the defeat of one of Garalax's enemies through aid in their humiliation, bringing low or loss of power or in some cases, their death. The Chosen is the proven agent of Garalax through their experience and achievements as well as putting themselves in a place of possible danger in the name of the church. The Chosen can be found working in any part of the church and at any level of divinely granted power.

Assassin- Those that have actually killed in the name of Garalax as part of a planned conspiracy, one of the Chosen that then dedicates themselves to be the special agent of Garalax may become an Assassin. This priest of Garalax is the elite Chosen, a special agent of the god and his most deadly needs.

Conspirator - A Collaborator Priest that actually plans and executes a conspiracy that achieves gain in power or wealth for the church is raised to this level of power in the hierarchy. It is rare for them to have done this before being able to foresee possible problems that may occur (cast 4th-level spells).

The Master Conspirator- Within each area of infiltration of the church there is one of the Chosen that has gained the greatest prestige and proven ability to lead. Their own power is such that they can return to their hidden base of operations allowing them to be recalled to this focal point at their need (cast 6th-level spells). This person knows all the schemes and plans that are being enacted in their area of influence and has the last say in when and where they should be executed. They also hold the main copy of the Black Book for their region and interpret and decide in what ways it is to be used. They have the ability to call for the life or death of almost anyone under their control or within the bounds of the churches influence in the area.

Ceremonies and Holy Days:

The Ritual of Personal Sacrifice (Unknown times decided by Garalax.)
    The Chosen of Garalax are occasionally required to make a sacrifice to their dark Lord. It happens randomly, with unpredictable frequency, though it does seem more common among those who most frequently call upon their God's services. The ritual will take ten minutes of undisturbed prayer followed by the ritualistic giving of the offering to Garalax. (It is suggested that a DM occasionally roll 1d10, perhaps once every month of real time. A roll of 1 indicates that Garalax wishes a gift.)
    When a sacrifice is required, the Chosen finds a small message at the end of their prayers. This message is always written in blackened, dried blood, upon the skin of some once living thing. It simply lists an object. The object is to be left in a secret place indicated by the message before midnight, and it vanishes, never to be returned, but may be given to another worshipper unknown to the Chosen at need. If the requested object is not provided to Garalax in that time frame, he sends a servant to claim it, and usually more as well as punishment for the insolence. This servant is usually extra planar, vicious, ruthless and cunning. If the Chosen can evade the servant until dawn, the matter is closed. This rarely ever happens, however.
    The sacrifice can be anything, and is usually either worthless or of value only to the Chosen. Sometimes the gift can be valuable or even vital.

(It is suggested that the DM roll percentile dice to determine the value of the sacrifice. For an Assassin; a 96-99 means a valuable gift, and 100 means something vital. For the general Chosen; 1% are valuable, and no vital gifts are requested Anything less is a relatively simple sacrifice, though it might be difficult to obtain. Sacrifices are usually required of the Chosen, a relative, a friend or a loved one. Sometimes sacrifices are required of other sources, such as a magistrate, a merchant, a beggar, or an animal. All sacrifices should have dark overtones. Have fun with it, DMs.  Some examples are: A drop of your mother's blood. the cloth you used to dry off with this morning, Longspear's -the party's ranger's pet falcon, the first knuckle of your left small finger, the holy symbol of Othor -the town's Anthorite high priest, your wife's unborn child, your best friends magical sword, your own ring of regeneration.)

Examples of simple sacrifices:
A lock of hair.
Fingernail clippings.
A favored weapon or tool or item of jewelry/clothing.
A drop of blood.
An often used item.

Examples of valuable sacrifices:
A finger or a toe.
An ear.
A magical weapon or armor or item.
The heart of an easily killed victim.
A pint of blood.
A pet or a familiar.
A rib.
A valuable document.
A valuable item.
A hard to obtain item in someone else's possession.

Examples of vital sacrifices:
An eye.
A child.
A heart.
A hand or foot.
A head.
A nearly impossible to obtain item in someone else's possession.

    At times non clergy that worship Garalax may also be called upon to perform a Ritual of Personal Sacrifice. For example: Hurley really needs to pull off this assassination, and he offers a fervent prayer. Luckily, the guard falls asleep while the watchdog has a stuffed up nose. The ecstatic assassin claims his prize, but when he returns to his home, there is an ominous, bone white playing card on his pillow. It is the Duke of Bones, and written in dried blood across the card's bottom is the demand: "One of your thumbs." Garalax coughed up the success that was so fervently prayed for, but this time there happens to be a price tag attached.

The Ritual of Attrition (Once per year, date dependent on time you became one of the Chosen.)
    Garalax needs proof that each are still one with the Grand Scheme and a part of the Conspiracy. At least once each year the Priest is asked to submit to the Ritual of Attrition. The priest is set before his immediate Collaborators, Conspirators and other Chosen and judged as to their worthiness. The Chosen must defend himself through the naming of his deeds that contributed or the lack of such by another in his sphere of influence that belong to the church. If he knows of no other or refuses to name another then he is judged purely on his own merits. At the end he is either deemed worthy of continuance or is released from the church. The only release is through death and so he is ritualistically executed. If he and the other he has put forth as being less useful than himself are deemed equal by the judges, then they must fight in ritualistic combat. The one that lives is then proven to be right and accepted as a part of the Conspiracy.
    Those that do not report to perform the Ritual of Attrition on their prescribed day will have another facing execution hunt them down. If the hunter is able to return before their next Ritual of Attrition need be performed with the head of the one that did not report, then they are accepted back into the Conspiracy. They of course will be hunted by others facing the same thing during this time so the quicker they can find and bring the other in, the better. Thus the Ritual of Attrition is a continual affair that effects most lower level clergy that have not easily proven themselves and causes those that are not serving the church, once having been accepted, to be culled from the pack.
    This ritual is no longer needing to be performed once the Chosen has risen to the level of Conspirator in the church.

Rituals of Murder (Personal)
    No murder is to be random. Any death by the Chosen's hand must serve a purpose and so they are all executed in a ritual manner. The personal rituals for murder are left to the Chosen. Each has their own way and delivery of the death stroke, the speed of it or the lingering and ritualistic way in which it is done. It is only important that each is seen as having a meaning and dedicated to the greater scheme. A murder that is executed without purpose or where the ritual points that the Chosen has developed are not used must be somehow be appeased. Either the family of the one murdered needs to be recompensed, the person has to be raised from the dead, one of the enemies of the victim must then be claimed to balance the matter, or whatever else may somehow make it right. Until such time as the matter is corrected the Chosen will not be able to pray for any spells greater than 2nd level.

The Ritual of the Empowering of Blood (Midnight after a living sacrifice.)
    In a secret gathering where a shrine of Garalax has been dedicated, three priests of who are able to receive at least two divine spells per day stand over the alter and perform a ritual of prayer. They pray for the god's blessing and protection for an entire hour while preparing the blood drained from the sacrifices that day, at least one gallon of blood must have been collected. At the end of that time, they each cast a spell, and do so simultaneously: One casts Purify Food and Drink, the second casts Protection from Evil and the third casts Cause Fear upon the blood. The blood takes on a blackened state but is still fresh and liquid and will not later dry. It is poured into a previously prepared glass vial that can be later used  in the same manner as holy water and for the same effects, yet it will work against good targets.
    Holy symbols, the curved knives carried by all clergy, are enchanted in the same way. Each enchantment takes an hour, requires three priests (substituting Sanctuary for Purify Food and Water), and requires a material component: A bone handled knife. The knife is soaked in the gallon of blood. Only one such can be made in this way as the fluid is absorbed into the blade, darkening it to the color of dried blood.
     The tremendous expenditure of magic and the time involved cause a single dose of the Empowered Blood or a holy symbol to cost 25 crown to the adventurer. Obviously, any three priests can create holy water or holy symbols "for free" so long as they are second level or higher and are priests of Garalax.

Ritual of Rectification (At such time Garalax recognizes the potential of the Chosen)
    At such time as the Chosen has increased their experiences through practicing their own part of the greater scheme, they will come to a point where they would ask of Garalax greater divine favor (be able to pray for higher level spells). When this happens they must perform the Ritual of Rectification. The Chosen must go to a shrine of Garalax and there perform a sacrifice involving blood. The blood can be their own or that of any other living thing. The blood must be fresh spilt from the sacrifice, though the sacrifice need not die. The blood is then used to wash the face and hands of the Chosen and he is to pray for one hour. After this time the Chosen must cast whatever spells he has already prepared that day (he may prepare spells he knows he will need but must prepare all his allowed spells for the day) in some useful way throughout the day while still stained by the blood of the sacrifice. On the morrow, when the Chosen prays for spells they may then ask for the higher level spells their experience and favor of the god now makes available to them. If a shrine is not available or the Chosen does not wish to go to one, they may find any secret place and do the same ritual but in this case the sacrifice must die and must have greater intelligence (Intelligence plus Wisdom greater than 5) than a normal animal.

Priestly Vestments:

     The priests of Garalax typically are covered in dark nondescript robes or cloaks. They wear hoods and shadow their faces. The clothing is rarely black as this is too noticeable and costly but rather darker shades of brown, gray or blue and sometimes red. The Chosen generally wear leather armor also died a darker color. Since there is no permanent temples to Garalax there is no temple uniform or standard dress for the clergy, but all will wear a curved knife at their waist which also regularly doubles as their holy symbol.

Affiliated Orders, Societies and Guilds:

Order of Arabotkin- The Order of Arabotkin is the most infamous of all the affiliated orders of assassins devoted to the worship of Garalax. The order are a secretive cult, of which not a single member has ever been caught alive. They are renowned for their ethics in business. Once they take on a contract they cannot be bought off and the commission cannot be canceled unless they have the word brought to them by an Assassin of Garalax by authority of the Conspiracy. They will stop at nothing to keep their word and kill the target they have been contracted to kill.

Nobility - Many of the lesser and even greater noble houses, barons, dukes and even kings pay homage to Garalax. This is generally by secretly donating moneys and resources to the Cosnpiracy's needs or just by overlooking their actions or at times freeing one of their agents caught in crimes. They also wish to gain their favor in terms of protection from their services to others and in obtaining their services to stop their enemies. In most cases this is a bribe to not use anything they discover about themselves against them or act in anyway to bring about their downfall. The church makes no guarantees but will generally ask for more from anyone wishing them to move against their enemy if the enemy has previously shown good faith with the Csonspiracy.
 

Church Errata:

Allies

Ajoetis - Seduction and lust are a great means of manipulation over certain people. Garalax realizes that where wealth or power may fail to entice or destroy, a simple act of seduction can undermine a person and allow them to finally be brought down. Ajoetis cares not for the greater scheme only that she has power over others through lust and seduction and thus is this alliance formed.

Diadria *** - In many accounts Diadria is Garalax's mother. He is said to be her herald, the person that brings death to those that Diadria wishes to meet. These two gods may or may not actually be related but they do have a close alliance. Garalax has close ties with the Lady of Death and seems to gain power and worship as much for her as for himself. The two are equally the most feared gods in Kyranath.

Jandor - Garalax has little need for the god of pain but his plans sometimes bring about both physical and emotional pain which Jandor relishes. Their alliance is more an overlapping of need vs want. Garalax sometimes needs to cause pain and distress in order to achieve his end desire while Jandor wants to cause pain and distress only to enforce his rules. Neither really understands the other's ethics behind it, they only know that at times they coincide and so are allied.

Maldread *** - The god of deception is sometimes accounted as the brother of the god of conspiracy. Both the sons of Diadria and Syth who were married in times before knowing, Garalax and Maldread have worked together to increase each others power base for as long. Though tales of godly marriages and actual relationships may be only stories created by foolish imagination, the truth holds that these two gods have worked together for mutual gain and remain closely allied..

Syth - Domination and tyranny use conspiracy as a major factor on their road to power. Garalax and Syth work together a great deal in establishing realms of power that control the peoples of Kyranath. In some tales it is said that Syth is the Father of Garalax through a youthful union between himself and Diadria. Though this may not be actual, there has been a  relationship between the two gods that has lasted through the ages.

Foes

Anthor - The enforcer of promises and honor is counter to the needs of betrayal and conspiracy. Anthor is forever interfering with the greater manipulations of society that are so great a part of Garalax's themes.

Mahacto *** - While Mahacto maintains order and upholds law, Garalax does not care for any of societies contracts and binding rules and only follows his own rituals and discipline. These gods are similar in many ways, each seeing order as necessary to completion of task but Garalax manipulated order to gain power while he believes Mahacto is manipulated by order. In many ways these two gods clash over the legalities that society puts upon action. Garalax holds that law is for personal discipline only while Mahacto feels it is a communal thing that needs be agreed upon and enforced by all.

Thr ***- The guardian of resources and society is the direct enemy of Garalax and his conspiracy to control and manipulate it to his own ends. Thr would destroy Garalax if he could but has never been powerful enough to do so. Though Garalax is aware of this, he finds the protection of Thr, which upholds community and keeps people in place acutely helpful in some of his plans. Thus the enmity Garalax has towards Thr is manipulated towards his ends rather than focused on his rival's destruction,

Tyre - The giver of life and growth despises the waste of it that Garalax uses as a means to his ends. Garalax would use whatever is needed to gain his ends, be it murder betrayal, intimidation, blackmail or even wanton but planned destruction. These all threaten and damage life and the freedom to grow as creation would allow and so Tyre is his foe.

*** denotes a major factor
 

Appendix 1: Classes of Garalax

    All clergy of Garalax receive 'Thardferrian Religion' as a bonus NWP.

Clerics of Garalax
 
Requirement: Intelligence 9, Wisdom 9, Charisma 11
Prime Requisites: Wisdom 
Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Necromantic, Protection and Summoning. 
Minor Spheres: Elemental and Healing.
Spell notes: None.

Special Abilities:


Specialty Priests (Assassin)
 
Races Allowed: Any
Requirements: Str 9, Dex  9, Wis 11, Cha 11
Prime Requisites: Wisdom
Alignment: NE, LE 
Weapons: Club, quarterstaff, dart, knife, dagger, short sword, blowgun, short bow and crossbows.
May also use the Special Maneuver; Sap
Armor: Padded armor, leather, studded leather or any armor that is not encumbering.
Magic Items: As for clerics and thieves.
Required proficiencies: Disguise* and Herbalism.
Bonus Proficiencies:  Religion, plus Reading Lips and Reading/Writing - Own language.
* This proficiency may be gained with no crossover modification.

    The Assassin can build a shrine to Garalax at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal thieves and warriors, 0-level, ready to work for the greater scheme. The cleric attracts 5 to 50 fighters and 10 to 100 thieves; which arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.
    At 10th level, the Assassin may receive official approval to establish an Order of Assassins. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of Garalax and the greater scheme. It must be in a hidden place but able to hear of the needs of the church and come to their aid. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The Assassin can hold property and build a stronghold any time before reaching 10th level, but this is done without church sanction and does not receive the benefits described above.

Assassins typically have the Perception and/or the Thieves Skill Perk.

Special Granted Powers:


Appendix 2: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Bless Aid Continual Darkness* Cause Serious Wounds*
Command Augury Dispel Magic Cloak of Fear
Cure Light Wounds Charm Person/Mammal Feign Death Detect Lie
Detect Evil Detect Charm Glyph of Warding Divination
Detect Magic Find Traps Locate Object Poison
Detect Poison Hold Person Meld Into Stone Produce Fire
Detect Snares & Pits Know Alignment Prayer Reflecting Pool
Invisibility to Animals Messenger Remove Curse Tongues
Invisibility to Undead Obscurement Snare Visual Poison
Light Silence, 15' Radius Speak With Dead
Pass Without Trace Slow Poison Spike Growth (Caltrops)
Protection from Evil Trip
Purify Food & Drink Wyvern Watch
Cause Fear
Sanctuary
5th level 6th level 7th level
Commune Find the Path Unholy Word*
Cause Critical Wounds* Harm Wither*
Magic Font Speak With Monsters Succor
Quest (Brainwash) Stone Tell
Slay Living Word of Recall
Spike Stones
True Seeing
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
    (Spell name) is an alternate name for the spell within the parentheses.
    Reversed spells: Poison - Neutralize Poison, Slay living - Raise Dead, Harm - Heal, Wither - Regeneration.

Visual Poison (Guardian)
Range: Touch                                                Duration: 1 hour per level
Area of Effect: 1 square foot per level       Components: S, M
Casting Time: 1 per square foot                  Saving Throw: Neg.

    This spell functions only when used with some form of actual poison. The Assassin uses his finger to paint a surface with a shimmering aura that will poison anyone who views it from a close range. The range of the spell's potency depends upon the area painted. For every square foot of coverage, the effects reaches one yard. The surface affected by this spell looks damp or wet and glistens slightly. This can alert potential victims to the danger. If a potential victim successfully passes an Intelligence check, they have noticed something amiss with the area effected before they are near enough to be affected by it. This does not make them immune to the effect of the spell, only aware of the slightly glistening, damp surface. Any with the Find/Remove Traps ability also has half their normal chance to detect and avoid the surface effected.
    Beyond the range of effect, viewing the Visual Poison has no effect, neither does actually touching the surface effected. But if any intelligent creature (combined Int and Wis greater than 5) catches even a glimpse of the Visual Poison from within the range, they are affected exactly as if  poisoned by the dose used in the casting of the spell. If they fail a saving throw vs. spell, the victim is incapacitated, damaged or effected in whatever way the poison would normally effect its target. The effect seems to first effect the eyes and then the body beginning from the moment they sight the Visual Poison, although if they save, this sensation fades quickly. Saving vs spell negates the poison effects completely even if this is not normal for the dose of poison used.
    The spell's potency lasts for 1 hour per level and can effect up to as many targets as the caster's level during that time. Once the number of exposures possible have been triggered, the spell disappears regardless of duration still left. It can be dispelled, triggered multiple times till gone or simply covered or blocked by something that obscures sight of the surface effected. Note that this spell will effect its caster if he is foolish enough to look at the Visual Poison as well as any that has been effected or saved for it previously as long as a charge is left to do so. The caster has one round after finishing the Visual Poison spell, before it will take effect, in which they can get out of the range of its effect or take means to safegaurd against it.
    The material component of this spell is a mixed drop of blood and ocular fluid from a person who died from poisoning and one dose of the poison with the effect desired.
 

Appendix 3: Outer Realm of Garalax

     Garalax, like his brother Maldread, has no outer realm of his own. But unlike Maldread, he infiltrates the realms of the other gods, seeding his devout followers souls where they best fit in the afterlife and based on their own choices. Once there they act as sleeper agents until such time as the balance of power amongst the gods shifts so that Garalax feels he can claim ultimate power over them all. He maintains a home for himself and certain special servants in the Court of Bone at the center of Nathalfertium, the realm of Diadria.
 

Appendix 4: Book of Garalax

The Black Book

     Though not really holy, each area of influence in the church of Garalax has a book that holds the key to all codes and messages about all the endeavors under their control. Typically worded in religious verses and allegorical stories, it is used to convey the plans and messages to the agents of those plans for the area. Many smaller versions of these are carried by those agents and used as a means of encoding messages. Certain passages, numbered verses and such are used to put together the communications they wish to convey. These hymnals, proverbs, historical lists, religious myths and sayings act as code books for the church.
 

Appendix 5: Special Maneuver Description:

Sap

 Sapping someone- I.E.., hitting him over the head in order to knock him out, is a maneuver you undertake when you wish to capture an enemy alive (or just incapacitate him without killing him).
    To do this, the attacking character makes a Called Shot at an additional -4 to attack rolls (so it's -8 total, plus the usual Called Shot penalties of having to announce your maneuver before initiative and suffering a +1 to initiative).
    If the attack hits, the character rolls ordinary damage for the weapon. He gets a 5% chance of knockout (as per the Punching and Wrestling rules) for every point of damage he does, up to a maximum of 40%.

    Example: Sir Amstard wants to knock out a noble opponent rather than kill him. He attacks to Sap the opponent. Luckily, even with the -8 to attack rolls, he successfully hits his foe. With his sword, he rolls 6 points of damage. This gives him a (6x5%) 30% chance of an instant knockout. On his percentile dice, he rolls 42; he has failed this time. He'll try again.
    The damage done by Sap attacks is the same as that done by Punching; in other words, only 25% is normal, or "permanent," damage. The other 75% is temporary, and wears off after a short while.
    When using a special or magical weapon to perform the Sap, you do not count the weapon's attack or damage bonus.  You're not using the weapon the way it is meant to be used; you're hitting your target with the flat of the blade, with the hilt or pommel of the weapon, etc. Therefore, those bonuses don't count for anything.
    When performed on a character who is asleep or magically held, the Sap maneuver automatically hits. The chance for knockout goes up to 10% per point of damage done, up to 80%. However, if the subsequent percentile die-roll is 81 or higher, the victim is not knocked out, he's been awakened by the attack. (Why try a Sap maneuver on an already asleep target? Because you may want to kidnap him or smuggling him out of a cell and can't risk him waking up and alerting the guards.)
    The Sap maneuver can only be performed with melee weapons or bare hands; it cannot be performed with missile weapons.
    The Sap maneuver is usable only on Small (S) or Medium (M) monsters; it will not work on Large (L) or bigger monsters such as dragons. They just can't be knocked out with this maneuver.