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Skip Navigation LinksWorld of San'Dora>Setting>Organizations>Heiligkamper
SanDora
Setting
Organizations Order of the Closed Fist Simuto Daku Heiligkamper
 
 
Heiligkamper
Heiligkamper (HAIL-eg-KOMP-fer) are members of a militant organization dedicated to the service of an intolerant deity that champions singularity of vision, purity, adherence to a strict monotheistic or nearly monotheistic creed, and unwavering dedication from its Paladin-esque members.
 
Heiligkamper can be powerful allies, but are also very dangerous to deal with as they tend to see signs of unworthiness in any who are exposed to the truth of Verinc for a while and still don't convert.
 
Heilgkamper use the Gestalt Casting method described in the Dominine Magic System Document. Verinc gives access to the Destruction, Strength, and War Domains. Verinc is generous with Gifts, and many of the more devout followers have one or more.
 
WORLD OF SAN'DORA
 
The followers of Verinc  (god of "Truth", Hegemony, Solidarity, Unity, Absolutism) believe that all other gods are false and only Verinc is a true deity. There is but one way to worship Verinc, and thus followers of this religion are one group rather than several small independent clutches and is referred to collectively as the Versamkirche (VAIR-sohm-KIRK). They have a written doctrine called the Weiseer Einheil (WHICE-ear INE-HAIL) which translates roughly as the "Way of Unity".
 
Worship of Verinc has taken root most strongly among the northeastern Nordmanner, with some presense across all of the northern Nordmanner lands. A generation ago a few successful missionaries spread the religion westward across the Blasted Lands and into rural areas of Lanolyan and Quiria, and though it is not as dominant in those areas the religion has a respectable presense and is slowly groing.
 
The Heiligkamper are the clergymen and spiritual sheppards of their religion but also the martial arm as well. Heiligkamper are "holy" warrior-priests that actively seek out and fight against the worshippers of all other gods, monsters, infidels and what have you in the name of their god. They are also aggressive missionaries in addition to serving to protect the zuverlsung (ZOO-ver-LAHS-ung), which translates as "the Faithful".
 
Heiligkamper do not take vows of chastity, but their religion does frown upon non-marital relations. Young Heiligkamper full of zeal and active travelers in the service to the church eshew marriage until they settle down in their middle age (assuming they survive so long), but those that are more stationary take wives and procreate prolifically in accordance to the directive of the religion to "bear many children and multiply the Faithful".
 
APPEARANCE
 
Herennenmarke
In the world of San'Dora Heiligkamper are recognizable by the distinctive red and white tabards they wear, usually over chain or scale armor.
 
Individual Heiligkamper run the gamut of appearances, but are mostly of either Nordmanner or Vorgaanese descent. As a rule they practice good hygeine and pay attention to maintaining their appearance as both physical and spiritual cleanliness is an important sub-current of their dogma. Beards are uncommon among the men, those that do have them usually keep them well kempt, and hair is usually worn short on the sides and in a warrior crest down the middle, providing extra padding underneath the crested helmets they wear.
 
White and red are the principal colors of the religion, representing the spiritual (white) and the corporeal (red), and are used somewhat ubiquitously in Heiligkamper raiment and symbology.
 
WEAPONS
 
The Heiligkamper train to fight with all mainstream weapons, but the favored weapon of Verinc is a solid metal mace (not to be confused with a chain mace, more often called a morningstar or morgenstern) typically around three feet in total length, though with smaller and larger specimens common.
 
All Heiligkamper at least carry a one-handed metal mace and most use them as their primary weapon, but some use other weapons such as swords and axes as they prefer without penalty. Lower ranking Heilgkamper bear simple "ball" or "knobbed" maces, but higher ranking Heiligkamper bear flanged maces which sport metal edges. Such a mace can serve as a Holy Symbol to Verinc in a pinch, if the need is great.
 
Almost all Heiligkamper fight with a sheild. The Nordmanner use the square shields typical of their lands, while the Vorgaanese use the kite shield typical of theirs.
 
HEILIGKAMPER PACKAGE DEAL
 
Cost Ability
55 Medium Foot Package
6 Resolute: +3 EGO
1 Lettered: Literacy w/ Native Language
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Medium Armor (-1/2)
3 Power Skill: Faith (EGO)
69 Total Cost of Abilities
Value Disadvantages
-5 Distinctive Feature: Recognizable Garb (Easily Concealed)
-10 Psychological Limitation: Religious Devotion (Uncommon, Strong)
-10 Rivalry with followers of other deities (As Powerful, Group, Professional, Aware, Convert or Kill)
-10 Social Limitation: Subject to Orders (Occasionally, Major, Not Limiting In Some Cultures)

+34

Total Cost of Package
Cost Options
+30 Command Skills Package
+7 Devout Mind: +5 EGO; Requires Faith Roll (-1/2)
+10* Healing Hands: +1d6 Healing, Simplified Option
+10 Blessing of Verinc: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
+5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
+5 Favored Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
Cost Divine Investiture
Some Heiligkamper are invested with divine power by their god and can evoke magical effects. Invested Heilgkamper use the Gestalt Casting method described in the Dominine Magic System Document.
+48 Divine Investiture:
  Sancti Package (Reduce Spell VPP to 15 Pool; Faith gained from main package)
  Domain: Choose One:
 
+24* Higher Spell Level Pool: +15 Pool
+20* Another Domain: Choose One:
 
A Heiligkamper that is Divinely Invested must take the following Disadvantage, which they get the points for beyond their Disadvantage Max.
-10 Distinctive Feature: Divine Magic User (Detectable By Magic, Concealable with Effort)
Cost Gifts of Verinc
NOTE: Gifts of Verinc are only awarded to the worthy as determined by the GM; unworthiness (ie behavior or actions inappropriate to the religion) can result in the Gifts not working for a time or simply being removed from the character if the GM deems it warranted.
Following are some sample Gifts of Verinc.
+10 Unwavering Resolve: Mental Defense +15 points; Only When Serving The God's Purposes (-1/2)
+10 Inviolate Essense: Power Defense +15 points; Only When Serving The God's Purposes (-1/2)
+10 There is but one god (and his name is Verinc): Damage Reduction vs Opposing Divine Magic, Resistant, 25%; Only When Serving The God's Purposes (-1/2)
+10 Immovable and Irresistable: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB); Only When Serving The God's Purposes (-1/2); costs 1 END per Phase
+10 Sheild of Faith: Force Field (4 PD/4 ED/4 Mental Defense/4 Power Defense/4 Flash Defense: Sight Group) (20 Active Points); Requires A Faith Roll (-1/2), Only When Serving The God's Purposes (-1/2); costs 2 END per Phase
+10 Might of Verinc: +20 STR (20 Active Points); Only When Serving The God's Purposes (-1/2), No Figured Characteristics (-1/2)
+10 Blinding Light of Truth: Sight Group Flash 6d6 (30 Active Points); Increased Endurance Cost (x3 END; -1), Only When Serving The God's Purposes (-1/2), Extra Time (Full Phase, -1/2); 9 END
+10 Ray Of Faith:Energy Blast 5d6 (vs. ED) (25 Active Points); Only When Serving The God's Purposes (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Law / Static SFX, 4 END
+10 Warded Spirit: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in Intense Cold; Safe in Intense Static / Dynamic / Positive / Negative Energy Fields) (15 Active Points); Only When Serving The God's Purposes (-1/2)
+10 Warded Body: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial poisons and chemical warfare agents; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (15 Active Points); Only When Serving The God's Purposes (-1/2)
A Heiligkamper that has a Gift of Verinc but is not Divinely Invested must take the following Disadvantage, which they get the points for beyond their Disadvantage Max. If the Heiligkamper is also Divinely Invested the Disadvantage associated with that state supercedes this Disadvantage.
A person with appropriate Magical Detects will sense a Heilgkamper has magical abilities and depending on the nature of their detection can get quite a bit of information about the nature and capabilities of the Gifts as well. Gifts can be dispelled and adjusted as Divine Magical Effects.
-10 Distinctive Feature: Verinc Touched (Detectable By Magic, Concealable with Effort)
LAIEGAMUNN
Most of the Heilgkamper are not Divinely Invested and are subordinate to those that are. The non-Invested Heiligkamper are collectively called the Laiegamunn (LAYG-uh-MUHN) and form the dependable core of the Heilgkamper organization..
LAIEGAMUNN RANK PERK
Rank Cost
Glimmerung 0
Glaenzen 1
Brennenmarke 4
Herennenmarke 5
Laiegamunn can have Gifts of Verinc.
GLIMMERUNG
Most Heiligkamper are refered to as Glimmerung (GLIHM-ur-ROONG). The bulk of the organization's numbers, Glimmerung are most typically members of a community that otherwise live normal lives and usually practice some craft. In communities composed entirely of the Faithful of Verinc, or otherwise dominated by them, they are also usually one and the same as the local watch.
They are trained in the fighting arts and in return their typical duties include protection of the local Faithful and acting as the foot sloggers for the more blessed of the Heiligkamper. Occassionally they are pressed into some service by a superior in the organization, but this is very rare and typically for a short duration as it leaves the homefront vulnerable.
However some Glimmerung are not part of a community and instead are part of a retinue that travels with a Gesegamunn searching out enemies of the faith, righting wrongs, and spreading the religion.
Glimmerung wear a simple homsepun tabard with a red disk centered on the chest symbolizing that they have pledged their heart to the service of the church.
0 Default Package without Divine Investiture; may have a Gift of Verinc with GM approval.
GLAENZEN
Veteran, experienced, or well connected Glemmerung are promoted to Glaenzen (GLAYN-zun). They are essentially the same as Glimmerung in all particulars save that they are senior to the Glimmerung and in the absence of any other Heilgikamper of higer rank command their brethren.
Most communities of the Faithful will have around one Glaenzen per three to five Glimmerung. A Heilgikamper must already be a Glimmerung, not be Divinely Invested, and be well respected to gain this rank.
Glaenzen wear a fine red tabard with a white disk centered on the chest symbolizing their purity of heart and willingness to sacrifice their bodily form in service to the church if need be.
+1 Rank Perk: Glaenzen; may have two  Gifts of Verinc with GM approval.
BRENNENMARKE
NOTE: This is an ideal Rank for a Player Character as Brennenmarke have the most freedom to travel and adventure.
Some Laiegamunn are not Invested but are particularly blessed by Gifts of Verinc and thus are especially honored and respected among the faithful. Unlike other Laiegamunn Brennenmarke (BRIN-in-MAHRK) are semi-independent and travel freely, often beyond the lands of the Faithful. Accordingly they often have to be slightly more tolerant of non-Faithful that at least don't obviously exhibit blasphemous behavior.
Brennenmarke have temporal authority almost equivalent to a Strahlen, but less spirtual authority than a Shinung.
Brennenmarke wear very fine red tabards with a white eight pointed star upon the chest that represents the favor they have found to be blessed so strongly by Verinc. Brennenmarke may bear a mace with a head bearing eight flanges.
Some Brennenmarke are particularly favored with six or more Gifts and are called Herennenmarke (HAIR-REN-nin-MAHRK). Their tabards are the same as those of the Brennenmarke save that they have white trim and bear a six pointed white star upon the chest instead. Herennenmarke may bear a mace with a head bearing six flanges.
+3 Rank Perk: Brennenmarke; must have three or more Gifts of Verinc.
+1 Rank Perk: Herennenmarke; must have six or more Gifts of Verinc.
+2 +1 with Power Skill: Faith
GESEGAMUNN
Heilgkamper that are Divinely Invested are the highest echelon of the Faithful and the Heiligkamper of Verinc for both temporal and spirtual matters. They are collectively called the Gesegamunn (GEH-SEG-uh-MUHN)
GESEGAMUNN RANK PERK
Rank Cost
Shinung   2
Leuctung   4
Strahlen  6
Heiligkeiten 8
Gesagamunn  may have any number of Gifts of Verinc.
Gesagamunn must have at least one Domain chosen from Strength, Destruction, or War and may have up to all three.
Some Heiligkamper start their careers Invested while others serve as Laiegamunn for some time before being chosen by the god, and still others are merely Faithful that hear the call.
SHINUNG
A Heiligkamper that is Invested starts as a Shinung (SHEH-noong) regardless of youth or age unless they were previously a Brennenmarke, in which case they become a Leuctung instead.
Shinung usually travel, typically with a small retinue of Laiegamunn, searching out enemies of the Faith to combat, lending aid to communities of the Faithful that are beset by some challenge, and spreading the religion via missionary work.
Shinung wear white trimmed red tabards with a white gold medallion with a yellow gold rim worn centered over their chest on a lanyard. The medallion bears the impression of a ten pointed star and counts as a holy symbol of Verinc.
If a Glaenzen becomes Invested by Verinc, they need only pay 1 point to upgrade their Rank Perk to Shinung.
2 Rank Perk: Shinung
LEUCTUNG
Gesegamunn that are well blessed by Verinc, defined as having a VPP with 45 or more Pool and the approval of the church, become Leuctung (LUKE-toong) and have broad authority over both the temporal and spiritual lives of the Faithful.
Leuctung are much as Shinung but on a larger scale, with greater authority and typically several Shinung led groups under their supervision.
Leuctung wear red trimmed white tabards with red satin linings and a white gold medallion with a double rim of yellow gold worn centered over their chest on a lanyard. The medallion bears the impression of an eight pointed star and counts as a holy symbol of Verinc. Leuctung may bear a mace with a head bearing eight flanges.
If a Brennenmarke becomes Invested by Verinc, they don't need to pay any points to upgrade their Rank Perk; simply change the label from Brennenmarke to Leuctung.
+2 Rank Perk: Leuctung
STRAHLEN
Gesegamunn that are well blessed by Verinc, defined as having a VPP with 90 or more Pool and the approval of the church, become Strahlen (STRAH-lehn) and have tremendous authority over both the temporal and spiritual lives of the Faithful.
 Some Strahlen prefer to remain active and assume overall control of several Leuctung and Shinung and their retinues, but most Strahlen are getting on in years and settle down to serve as the spiritual (and frequently de-facto temporal) leader of a large population of the Faithful.
Strahlen wear double red trimmed white tabards with red satin linings and a white gold medallion with a rim of rose gold worn centered over their chest on a lanyard. The medallion bears the impression of a six pointed star and counts as a holy symbol of Verinc. Strahlen may bear a mace with a head bearing six flanges.
+2 Rank Perk: Strahlen
HEILIGKEITEN
Gesegamunn that are well blessed by Verinc, defined as having a VPP with 120 or more Pool and the approval of the church, become Heiligkeiten (HAIL-eg-KY-tehn) and have tremendous authority over both the temporal and spiritual lives of the Faithful.
Heiligkeiten are extremely rare, and there is but one per significant region or population of the Faithful taken on a broad scale. Heiligkeiten are the ultimate spiritual heads of their religion and can basically do whatever they think is appropriate in the service of their deity. As long as their actions please their god they continue to weild invested might which is proof of the god's approval to the faithful.
Heiligkeiten wear white tabards or robes with red satin linings and a solid white gold medallion worn centered over their chest on a lanyard. The medallion bears the impression of a four pointed star and counts as a holy symbol of Verinc. Strahlen may bear a mace with a head bearing four flanges.
+2 Rank Perk: Heiligkeiten
 

Basic Package Deals
Sancti
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Gestalt Model
Followers of a Patron allowing a little more flexibility than most, Sancti come from all walks of life.
Cost Ability
48 Domain Cleric Spell Level Gestalt VPP (30 Pool)
7 Power Skill: Faith (EGO) +2
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*24 Higher Spell Level Pool: +15 Pool
1 Literacy w/ Native Language
4 Resolute: +2 EGO
4 Thoughtful: +4 INT
3 KS: Philosophy (INT)
3 Power Skill: Meditation (EGO)
6 Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
5 Bright: +5 INT
10 Resolute: +5 EGO
20 Willfull: +10 EGO
5 Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
2 WF: Priest Group (Mace, Hammer, Morning Star)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-15 Psychological Limitation: Easily distracted by new facts/information (Common, Strong)

Basic Package Deals
Medium Foot
Medium Foot typically fight, as the name would indicate, on foot. They generally wear chain or other medium armors and wield heavier one-handed weapons in conjunction with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness, skill, technique and brute force.
Medium Foot provide a potent middle ground between the various extremes of fighting, and might possibly be the best all-around type of generalist fighter.
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
2 Sturdy: +1 CON
2 Durable: +1 BODY
2 AF: Medium Armor Proficiency
1 AF: Shield Proficiency
4 WF: Common Melee, Common Missile
2 Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
2 PS: Warrior
3 Tactics
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;  Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any medium weapon 
7.5 Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon
10 Precision: Find Weakness 11-: One Attack (choose)
+10
  • More Precise: Increase Find Weakness to Tight Group
+20
  • Incredibly Precise: Increase Find Weakness to All Attacks
+10
  • Reliably Precise: Find Weakness to 13-
+40
  • Always Precise: Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Medium Armor (-1/2)
5 Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-5 Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Command Skills
Some characters recieve training to improve their ability to lead and command others during their careers, while others are just natural leaders.
Cost Ability
3 Congnizant: +3 INT
5 Commanding: +5 PRE
10 Give Orders: +30 PRE; Only to Issue Commands To Troops Under Command (-2)
5 Oratory +1
7 Tactics +2
Value Disadvantages
0 None

+30

Total Cost of Package

 
STRENGTH DOMAIN
Verinc grants Ease Your Burden (1), Bulls Strength (2), Lions Pride (3), Lingering Bulls Strength (4), Righteous Might (5), Mass Bulls Strength (6), Greater Lions Pride (7), Righteous Mantle (8), Divine Strength (9)
 

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: 

 
DESTRUCTION DOMAIN
Verinc grants Force Dart (1), Tear (2), Force Bolt (3), Rend (4), Force Blast (5), Explosion (6), Force Assault (7), Massive Explosion (8), Force Comet (9)
 

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: 

 
WAR DOMAIN
Verinc grants Cry Havoc (1), Disarming Force (2), Magical Vestments (3), Protection From Arrows (4), Flame Strike (5), Warriors Prayer (6), Fighting Spirit (7), Crush Morale (8), Seige Prayer (9)
 

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: