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The Binder of What is Known, the Lord of Knowledge, Patron of Bards, the Wise God

Holy Symbol: A blank scroll

Knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.


Spread knowledge whenever it is prudent to do so. Keep no secrets for their own sake. Curb and deny falsehood, rumor, and deceitful accounts and histories whenever you encounter them. Write or copy some lore of value and give it away freely at least once a year. Hide some writings away while distributing others widely so that the written knowledge of Orben is larger when you leave life than when you entered it. Sponsor, assist, and teach minstrels, bards, scribes, and recordkeepers whenever you encounter them and perceive a need. Spread truth and knowledge throughout the Realms so that all folk may know more. Never deliver a message falsely or incompletely, but always just as you receive it. Teach any folk who ask how to read and write or as much of these crafts as time and tasks permit - and charge no fee for this teaching.

 

(You need to abide by these as clergy, not as a worshiper)

  • Cleric, Bard, Commoner, Shaman, Monk, or Wizard

  • Any race, provided of course that it is a thinking race

  • You must have written, or otherwise be in the process of writing, a book which is either non-fictional, or is slightly fictional, but concerns real events and issues

  • Non-Cleric Initiation: You must witness and record a historical event (it can be any event, so long as it happens in front of you)

(You need to abide by these as clergy, not as a worshiper)

  • Level 1 spell: Cause Fear

    • At length it should easily be discovered why Oghma would forbid a spell such as this, but in the interest of brevity it suffices to say that fear and other forms of coercion are contradictory to the proper dissemination of information, being often tools of censorship and control.

  • Level 5 spell: Revelation

    • A proper scholar does not, and would never, allow another to invade his or her mind and tell him or her how to think, or what to conclude. Every conclusion must come from a careful examination of the information available, and be acquired through rigorous study. There are no "short-cuts" to this procedure; it exists for good reason.

  • Level 7 spell: Plague

    • You are to record plagues, not generate them!

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Ascertain (Forbidden: Allowing any significant detail to escape notice, no matter how small; keep everything you observe in writing)

  • Transcribe (Forbidden: Allowing any story or document to be lost; whenever you write or acquire a document of any length, make a copy of it and hide it somewhere safe)

  • Proliferate (Forbidden: Allowing ignorance to flourish; take the time to teach or inform anyone who has demonstrated confusion or need of instruction)

  • Attend (Forbidden: Ignoring the performance of a Bard or passing them without offering support; allowing harm to come to a Bard)

Oghma (OGG-mah) is the most powerful god of Knowledge in Orben. Much as Savras of old was said to sit in judgment of each new spell, Oghma is said to decide whether a new idea would be known to the world or confined to its originator. In Dirzubad, Oghma is worshipped as part of the Kurdu, the Aburu concept of a world spirit that embraces and enfolds the divine essence that is part of all beings. Here he is known as Curna, goddess of wisdom.


Oghma is a cheerful and wise power whose ability to persuade others to his point of view he puts to endless use. He can be solemn and righteous, but he is more often quietly humorous and quick to smile. His one flaw may be his fondness for his own thoughts; he tends to implement rather convoluted plots that he has worked out first in his own mind rather than to take direct action.

Home Plane

House of Knowledge

Portfolio

Bards, inspiration, knowledge

Favored Weapon

Mortal Strike (longsword)

Myths

  • The Passing of the Chalice

The present Siamorphe is the successor of a long list of deities who have displayed their position and their power with the passage of time. The former incarnation was a male noble known as Siamorphe whose faith was centered in Loamport. His worship declined for several centuries in a decadent cult, for the nobles began to set aside their duty as leaders of the masses. Therefore, their worship began to decline gradually for lack of worshipers. Acknowledging his failure, this Siamorph abdicated his godhood, passing it to the next. Each incarnation of Siamorphe chooses a mortal as successor when he or she must leave his post within the divine. Ideally, it is a direct descendant of the deity.

  • Gwathia Theory

Siamorphe is responsible for leading the first Humans away from ruin at the hands of Elves and dragons, leading them into Gwathia where emperors pass down their rule in a similar manner to Siamorphe herself. (See "On the Origins of the Empires Elieú and Tàán, They Being Entwined With Those of Man," in the Gwathia Entry under World Lore)

History

The entire church hierarchy is devoted to the spirit of one man, the Grand Patriarch of Oghma, who until the fall of Aer Arnad made his home in Procampur and was recognized as being the "voice of Oghma." During the fall of Aer Arnad the Grand Patriarch disappeared without a trace. Answers from Oghma have been conflicting and confusing as to what happened to him. The Patriarch's house in Reggio Aedi has become a shrine to Oghma. Until the Grand Patriarch's fate is known, the church is running without an ultimate head, and it has split into several factions and subfactions in the thousand years since the Grand Patriarch disappeared.

The largest faction is the Orthodox Church of Oghma in Mairmithon, which does not recognize anyone using the title Patriarch since its hierarchy holds that the Patriarch who vanished is still serving Oghma. Perhaps the Patriarch is on another plane of existence or has ascended to a semidivine state, but nevertheless, until Oghma says otherwise, he is the only rightful Patriarch.

The second largest faction is the Church of Oghma in Nuumalon, a stone's throw from Gularth, which is distinguished mainly in that it believes a new Patriarch has been appointed and that all knowledge should be tested and proven to be worthy of dissemination before it is given out into general release. This faction is joined in its stance on the church hierarchy, but not on theology, by the Pursuers of Pure Knowledge in Gularth. (The pursuers of Pure Knowledge have met a great many setbacks recently due to skirmishing with King Prector when he first attacked the Nuum lands).


To date, there has been a tenuous cooperation between most regional churches, but a recent rift between the Church of Oghma in Nuumalon and the Orthodoxy in Aer Arnad has caused relations to be broken off totally between the church in those nations. Loremasters of the one nation are not welcome in the others' temples and vice versa. The heart of this problem seems to have been caused by assumptions behind the keynote remarks of one loremaster at a Mairmithon arts festival in which an extensive Nuumalon Oghmanyte contingent had come to participate.

Relationship with other gods and churches

Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors. He is on good relations with the artificer god, Gond Wonderbringer, who serves him by giving ideas manifest forms, but their relationship has sometimes become tense due to Gond's proclivity to press for the rapid introduction of new devices throughout Orben.

He wars constantly with Shar, and often instructs his clergy to oppose her plans pre-emptively as much as they are able.

Associated lesser deities

  • Deneir

  • Milil

Oghma is venerated by sages, wizards, and the knowledgeable. He is particularly worshiped by bards, who also show their bended knees to Milil, his servant. Anyone seeking information, particularily lost or hidden information, sends a few good words in Oghma's direction and asks for his blessing.

All priests of Oghma are called loremasters. Other clergy include a smatering of bards and wizards. All races are freely admitted to the priesthood.

Hierarchy

Acolytes in the service of the Binder are called Seekers, and those of some accomplishments are Senior Seekers. When an acolyte demonstrates clear (good and useful) inspiration, solid service in Oghma's cause, or true loyalty to the god to the discernment of at least two priests of the Wise God; those two priests confirm the acolyte as a true priest of Oghma, bestowing upon him the title of loremaster. Those who rise in the service of Oghma may win various titles in different places and jurisdictions, but the most widely recognized hierarchy of ranks (in ascending order) is: Loremaster, Loremaster Amanuensis, Loremaster Venturer, Loremaster Bold, Lore-Scribe of the God, Wise Anticipator, Inspirator, Inspirator High, Atlar, Higher Atlar, Loremaster High, Loremaster Most High, Eye of Oghma, Divine Hand of Oghma. The Church of Oghma in Sembia and the Pursuers of Pure Knowledge in Mintar use the titles (in ascending order) of: Advocate, Accomplished Advocate, Loremaster of the Twelfth, Loremaster of the Eleventh (and so on up to Loremaster of the Second), Loremaster First, Loremaster High, Learned One, and Patriarch. Clergy address each other as "brother" and "sister" regardless of rank, and a polite form of address for outsiders and lay worshipers to use when dealing with any priest of Oghma is "lady (or lord) loremaster".

 

Vestments

Priestly Vestments: All priests of Oghma have the same ceremonial dress - white shirt and trousers with a vest of black and gold brocade. The shirt sleeves are wide, but tied at the wrists. The vests, known as kantlara, depict many glyphs, sigils, runes, and symbols of magical power, arcane meaning, and significance in various realms of Orben down through the ages. Such markings are sewn on by the wearer using gold braid. They may be of any sort and size and are displayed on any spot on the garment that the wearer desires. At any time a priest ascends a level, she or he usually sees the symbol to be sewn in a dream vision. Kantlara are thus personal and individual garments.


Priests who lose or are separated from their kantlara are allowed to use purple or crimson vests adorned with a simple scroll of Oghma on the back and the symbol of Chelsinara on both breasts. This symbol, named for an important early priest of the god, consists of two cupped hands, fingers uppermost and thumbs touching. It means "I learn." It is the badge of Oghma used by all who worship him, both laity and clergy, to denote their membership among the faithful.


A small boxlike hat is worn in ceremonies held on sacred grounds; off of ground Holy to Oghma it is removed. In addition to their other ceremonial garb, the priests of the breakaway Church of Oghma (in Mairmithon) always wear a harlequin's mask.


In the field, Oghmanyte priests have a relaxed dress code, wearing what they choose and usually choosing as much armour as possible. The Church of Oghma (Mairmithon) retains the harlequin's mask, but only within the borders of Aer Arnad.


Priests of the Wise God are encouraged to develop any music skills they possess under the tutelage of senior clergy and bards of accomplishment, and they usually carry some sort of instrument on their persons as well as some means of writing things down. Many loremasters carry items of minor temple magic known as pens of Oghma. These are quill pens that do not break, glow at the writer's will brightly enough to see to write or read by, and generate their own endless ink: a substance that does not blotch or fade and dries instantly.

 

Rites and Duties

Midsummer and Shieldmeet are the most sacred days of the Oghmanyte calendar since they are occasions when agreements are made or renewed and many contracts, bonds, and the like are drawn up. However, a priest of Oghma must observe two solemn rituals every day: the Binding and the Covenant. The Binding is a morning service wherein the symbols of Oghma are written in the dirt, in ashes upon a stone altar, or in the mind if a clergy member happens to be shackled or otherwise unable to write, while a silent prayer of loyalty and praise is made to Oghma. The Covenant is an evening service during which a passage from some work of wisdom is read aloud or recited from memory, a song or poem is offered up to Oghma, and some item of knowledge that the clergy member has learned during that day is spoken aloud to the god and to any fellow clergy present.


In monasteries, temples, and abbeys of the Wise God, the rest of the day is typically occupied by readings aloud from great books of lore, philosophy, and history at gatherings held every two hours or so. It should be noted that almost all temples to Oghma have their own rituals that vary from one temple to the next except the Cornerstones of the Day (the Binding and the Covenant) and that many have two different sets of rituals: those for the resident clergy and those for laity and visiting clergy.

Priests of Oghma have traditionally been of two sorts: those who remain within the temples, monasteries, and abbeys, spending their lives in analysis, reading gathered tomes, and copying out texts and spells as requested and those who go out into the world to find the writings that fill the abbey libraries. There have always been conflicts between the overly fussy pedants among the cloistered and those who chafe under the petty rules and infighting they encounter within abbey walls and prefer to face the real world as one of the wayfaring. Most abbeys of Oghma support themselves by selling maps, scribework, and spell scrolls. Wayfaring clergy are frequently sent armed with spell scrolls to trade and coin to purchase learned works and scrolls with.


Wayfaring priests who run out of abbey funds or who are independent of any abbey make their own writings from observations of Orben and make money by teaching, selling maps, writing poems, letters, songs, and lyrics for various patrons, and answering specific questions about Orben from their accumulated store of knowledge. Their map copies are always of real maps. A member of Oghma's clergy may sell a map that she or he knows to err in some respects but to be the best available, but can never knowingly sell a false map or a copy of it. An Oghmanyte is expected to publish at least one book and cause it to be delivered to at least three temples of the Wise God. Such books may be some sort of small chapbook, such as a collection of song lyrics overheard from observation of performing minstrels, or they may even be romantic fiction, so long as such works realistically portray an existing society or place in Orben and so impart some true knowledge to the reader.

Affiliated Orders

Priests of Curna are paid to give advice and draw up contracts, and they may even work directly for rich merchants, giving advice and judging the reactions of opponents of their patron during tough negotiating sessions. They receive tribute for Curna before merchants make important business deals, especially in Beleri. The priests who work at the Library of Curna also manage and supply the teams of explorers and sages who constantly update that vast storehouse of knowledge.

While the church of Oghma sponsors no military or knightly orders, it spreads its aegis over a countless number of monkish fellowships, scholarly orders of honour, guilds of naturalists and herbalists, and colleges of bardic knowledge. Some of these include the Children of the Passive Voice, an order or learned monks whose members protect many libraries and abbeys; the Order of the Gilt Laurel, an honourary society of historical fiction authors; the Fellowship of the Forest, a naturalist society; and the Companions of the Silver Strings, an order of heroic bards who acted valiantly at risk of their own lives in the service of the church of Oghma. The Oghmanyte faith also has ties with Those Who Harp (the Harpers), an organization working for good against the rise of great powers throughout Orben.

Gularth is traditionally the greatest center of learning in Orben, and one of the most holy places of Oghma.


The Library of Curna in the Curna Mountains (also known as the Mountains of Wisdom) in Gwathia holds the most prominent center of scholarship and worship of Oghma in the guise of Curna. Its contents are said to differ from Gularth's in that they focus more on current events, business, and naturalistic studies than Gularth's collection, whose strength is by far in historical works.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Knowledge (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Knowledgeable

Take an additional +1 to cast all spells in the Knowledge Domain.

Level 9 Spell

Discern Location | Level 9

Channeled (+INT)

Reveals the exact location of creature, item, or object.

Secondary Domains

Creation (Gain this domain's level 1-7 spells)

Love (Gain this domain's level 1-7 spells)

Magic (Gain this domain's level 1-7 spells)

Protection (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Knowledge (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Knowledgeable

Take an additional +1 to cast all spells in the Knowledge Domain.

Secondary Domain Moves (choose 1):

Fool Me Once

You can’t be fooled by the same illusion, disguise, or invisibility effect twice. On the second encounter you will not necessarily recognize what is being hidden, but you will know that it is false.

 

Knowtographic Memory

If you have read or heard something said before in play, you can recall it perfectly. You must have RPed reading or hearing it.

Secondary Domains

Creation (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s a Miiiiiracle!

Select one item you’ve made; it can’t be a weapon or armor. It becomes unbreakable by anyone but yourself. This can be applied to only one item at a time.

Love (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

The Flower and Glory of Horseflesh

Choose an animal of courage, sobriety, and chastity; this becomes your mount. While mounted on this animal, take +1 to CHA and -1 to CON on all Defy Danger rolls.

Magic (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Discern Magicalities

When you spend time studying an area, you can deduce when something magical is nearby (but cannot pinpoint it); ask the storyteller.

Protection (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Man the Boundaries!

You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).

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