Mask (MAHSK) Lord of Shadows
General Information: NE
Portfolio: Thieves, Intrege
Realm: Major Spheres: All, Astral, Charm, Combat, Divination, Guardian,
Healing, Protection, Sun
Minor Spheres: Elemental, Summoning, Weather
Worshipers:
Symbols: A black velvet mask.
Colors:
Holy Days:
Sacrifices:
Description: He appears as a handsom youth dressed in a colorful jerkin and breeches, wearing
a grey cloak.
Mask is the lord of shadows and those actons which take place in those shadows;
he is the patron of the thief and cutpurse, the sneak, the spy, and the alleyway
mugger. He wears a cloak that allows him to fly, become invisible, and when the
hood is placed up, appear as any other being in an impervious illusion. The
worshippers of Mask tend to hold their services in dimly lit vaults, and the
worshippers and priests all wear heavy garb and masks.
Clerical Information:
Clericy Name: Demarchs, or Demarchesses
Main Temple Location: Haldrin
Clericy Description: The adventuring priest of Mask usually dresses as a thief (that
is, like almost anyone who might be met on the street). Ceremonial garb is
much more impressive. The tunic and trousers are a bright motlely, with
ballooned sleeves and cuffs. The entire ensemble is covered by a gray cloak
that can be bundled shut, cancealing the brightness beneath. The cloak has a
hood and the priests of Mask wear black cloth masks beneath.
In areas where thieves are tolerated and worship of Mask is fairly open, these
masks are of a sheer fabric, while in most of the North they are a thick wool
to hide identities. There is a saying that, "the degree of law in a town can
be seen on the face of a priest of Mask."
The priesthood of Mask is independent in each major city or region, to prevent
the frequent action against one thieves' guild or temple from spilling over
and affecting others. The hierarchy makes use of both priests and thieves.
In areas with a single strong thieves' guild, the temple or shrine to Mask is
usually connected to the guild hall via underground tunnels. In large cities
with competing guilds, the temple is in an underground location and is
recognized as neutral ground by all sides.
Requirements: Wisdom 14, Dexterity 14
Weapons Allowed: Same as clerics plus knife
Armor Allowed: Leather, padded leather, or studded leather, no shield
Magical Items Allowed: Same as clerics plus devices that can be used only by thieves.
Clerical Extras:
Priests of Mask have some thieving abilities. They have the thieving skill
base scores as set out on page 39 of the Player's Handbook with 20
discressionary points to distribute among them. Each time a priest of Mask
gains an experience level, another 20 points can be added.
Priests of Mask understand and can use thieves' cant.
Clerical Limitations:
Priests of Mask do not gain the thief abilities such as the Backstabbing bonus,
or scroll use.
Priests of Mask cannot turn or command undead.
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