Viver, God of Conflict
The ancient God of Conflict is a strange and tormented soul, at least according to the other Gods. He does not have the raw power of Krym-nak-mar, or the agile strength of Zandragal. Viver is, however, the embodiment of the joy of battle. He, and therefore his priests, likes what he is.
Allies
Viver is allied with Alintansalin, Erin, and occasionally Vlad-Tagor. He is also the only God that is friendly with B'cor, inasmuch as anyone can be friendly with the nearly mindless God of Destruction.
Cults
Although Viver does not actively support them, there are hundreds of small cults dedicated to calling on his patronage. His servants are often involved with them, acting as trainers and healers for the hundreds of warriors who come to pray to the Lord of Battle.
In human countries, the Temples of Viver serve as brokerage houses for the services of mercenary fighters. The clerics of the Temple act as bond agents for the fighters, insuring that employers both pay for and get their monies worth. This practice is especially strong in the East and Timro, where the Temple has almost the same status as a normal Guild.
Enemies
Most Gods are careful around Viver, but are not actively hostile to him. He and Lagin have recently suffered from a falling out, the results of which have as of yet to be felt anywhere in the world.
Viver suffers from the attentions of various servants of Iyn-Syroan, the ancient Elder God of Blood and Terror. His never ending battle against the Elder often leads his Servants into unimaginable danger, something they are well equipped to deal with.
Servants
No Spirits serve the Font of Tears. On the other claw, the Priests of Viver are usually capable of calling up small armies when the need arises.
Priests
Required Skills
Viver's Priests are required to have Hand to Hand Trained, Tactics, and 2 Weapon Proficiencies as Vocational Skills.
Servant of Skill
- Unarmed Parry, Weapons Gift, PE Bonus (+2 PE)
- Perception Bonus (+2 Per), Heal Others, Prayer for Assistance
- Arrow Catch, Protection from Death, Protection from Magic
- Enhanced Attack (Fist), Prayer for Fortification, Wellspring of Blood
- Potency, Potency, Blessing of the Claws
- Perception Bonus (+1 Per), Physical Prowess Bonus (+2 PP), Prayer for Assistance
- Sixth Sense, Viver's Armor, Prayer for Fortification
- Potency, Prayer for Shielding, Prayer for Assistance
- Healing, Protection from Magic, Protection from Personal
- Potency, Protection from Death, Font of Tears
Special Maneuvers
Viver grants his servants the following special powers:
- Arrow Catch
- the Priest does not suffer from the –4 to parry penalty associated with parrying a thrown or bow driven missile weapon.
- Blessing of the Claws
- for the cost of 1 Potency, a Priest of Viver may give everyone in his group (up to 10 people) +2 to strike/parry/dodge for the next combat.
- Enhanced Attack (fist)
- the Priest does a base of 2d4 damage with a Fist strike, or 2d6 with a kick if he knows Weapon Family (Body) and the Kick maneuvers.
- Font of Tears
- on a natural 20 the Priest of Viver kills whatever he strikes, whether he ordinarily would be able to damage it or not.
- Heal Others
- once per combat, and only in combat, a Priest of Viver may spend a point of Potency to heal a target back to full Hit Points. The Priest must be able to touch the target.
- Healing
- A Priest of Viver regenerates at the rate of 1 HP per round until fully healed. If the Priest dies, he ceases to Heal.
- Sixth Sense
- the Priest may add his Vocational Level to his Perception for the purposes of detecting ambushes.
- Unarmed Parry
- the Priest has an unarmed parry penalty of -1 rather than -4. On a successful parry, he takes on point of damage from an armed attack.
- Viver's Armor
- the Priest has an AR equal to his current Servant Potency.
- Weapon's Gift
- although forbidden to use weapons, Priests of Viver are required to study their use. The bonuses they get from the WP are applied as penalties to the opponent's rolls.
- Wellspring of Blood
- the Priest gains a number of Hit Points equal to 2x his Potency when engaged in combat. These Hit Points disappear at the end of the fight. Any damage taken by the priest is first subtracted from these extra Hit Points.