Sabine - networkingguru/incursion-roguelike GitHub Wiki

Sabine

God of Storms, Athletics, Prophecy and Transformations
  Air, Chaos, Destruction, Luck, Time, Weather. The Javelin. Returning Weapons.
  Furious, capricious and destructive, Sabine blows away the old in order to make room for the new. Representing renewal and regeneration, Sabine's clerics tear apart their own lives and those of others in order to reinvent themselves continually. Sabine appreciates upheaval, revolution and schisms, but also grants those with foresight the luck they need to survive in such chaotic times. He is a capricious god, but unlike Maeve he at least has compassion for those souls his acts destroy. Still, Sabine's fury cannot be restrained or limited, only guided and channelled. Sabine is much hated by his younger brother Immotian, who never could control him, and the official doctrine of Immotian's church is that Sabine is a dangerous terrorist and his clergy should be purged whenever they are discovered. However noble their reasons might be, there is more truth in this than most Stormbringers would care to admit.
  Sabine appears as an effeminate young man of pale skin, dark hair and great beauty, and he carries with him a crook that gives him absolute authority over the weather on Therya, both good and bad. His priests call themselves Stormbringers, and are most frequently either sailors or athletes of some kind. Sabine will grant visions of the future to those who are willing, but receiving these revelations from him requires great ordeal and physical exertion, driving one's body to its limits in order to induce a fugue state. In Theryan mythology, Sabine plays the role of Cassandra: he is predestined to destroy the world at the end of time, so that a new one may be born, but no one will heed his warnings of the end times until it is too late and his grimmest duty is upon him.
  Sabine's holy symbol is a forking bolt of lightning, representing choice and the metaphorical 'road not taken'. He is Chaotic Neutral, and his clerics may be of any alignment. His chosen weapon is the javelin, and his priests may choose from the domains of Air, Chaos, Destruction, Luck, Time and Weather.
   Worship: Sabine appreuciates the sacrifice of creatures killed in a state of shock (i.e., when off-guard), creatures killed by lightning, previously uninjured creatures killed with a single attack and creatures killed by a worshipper when the worshipper is in an altered state of consciousness (such as berserk rage, confusion or a trance). The more of these factors can be met in a single kill, the more pleasing the kill is to Sabine. He is pleased when his followers develop and use their athletic abilities -- running, jumping, climbing, swimming and tumbling -- and when they perform challenging feats of metamagic to increase the raw power output of their magic in times when they are in genuine danger.
   Sabine expects his followers to be risk-takers, and is angered when they act overly cautiously. He is also angered when they perform unchaotic acts or rely on aid from allies -- followers of Sabine are expected to be independant and solitary.
   Blessings: For a follower who has gained a minimal degree of favour, Sabine will strike at enemies with lightning, remove fatigue, replenish the spirit, clear the mind and offer resurrection in case of death -- if the follower is sufficiently skilled, Sabine will raise her with even minimal favour. For more favoured worshippers, Sabine will (in order of increasing favour) remove curses, refill mana and purify the body.
   Sabine's more permanent blessings include athletic aptitude, the ability to use wands -- the most elementally destructive of magical devices -- more effectively, the ability to see clearly though fog and for the more experienced follower, the ability to change one's own shape. Sabine's most famous granted power, however, is the ability to throw bolts of lightning, which increase in power as the follower increases in favour with the god. The most treasured followers of Sabine find that if they push themselves to their limits, they can exceed what they would have previously thought possible.

Domains: Air, Chaos, Destruction, Luck, Time, Weather

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