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Yarma

Quasi-deity, Psychopomp and patron of Guards and Soldiers (LN) (M)

Yarma has the power to grant spells to his followers, although (technically, according to the Pathfinder rules) he is a Mythic Character, rather than a true deity. He is a patron of remembrance, guards and warriors, and his priests teach that that combats should be honourable and remembered. Most importantly, remember those who have fallen in the conflict and the effect it has on their families and communities. Fight when you have to, defend your people and property, but don't take pleasure from killing or maiming your opponents, nor desecrating the bodies of your enemies. Take surrender, when it is offered honestly. His priests are, generally, drawn from those followers who multi-class a few divine levels with their previous class.

However, make sure that you read the Powers section at the bottom of the page, if you ever consider Yarma as a deity for a Priestly Character.

Background

Yarma is born into one of the tribes living among the lakes and their Islands. He was an inquisitive boy, apprentice to the tribe's hunters, and soon grew powerful within their number. One day as he was traveling the lakes, he found a small island that he had not explored before and decided to explore it. To his surprise he found a beautiful rock, with deep red and blue veins, at the centre of the island, and he determined to sit on it while he contemplated the serenity of the day and the abundance of wildlife. While he didn’t know it at the time, the rock was an old Spirit Rock, immensely powerful but diminished by time and a lack of worshippers.

From that day Yarma changed - he travelled, but always came back to his island and eventually made it his home. He grew powerful and gradually bought all the peoples of the lakes under his dominion. A great tower arose on his island, the spirit rock became his throne and, as he became even more powerful, and his eyes turned towards the neighbouring nations. Eventually, the tribes and races banded together to repel Yarma with his armies and new-found powers. The Tribes sent their spearmen, the Dwarves sent axe-men, while the Elves sent archers, even the Gnomes came - with their contraptions and cross bows. But Yarma and the Spirit Stone were too powerful – and then the dragons came. Yarma had his spirit stone throne carried to the top of his highest tower, and seated on it called down a rain of fire and rocks from the skies. As the throne rose slowly into the sky, Yarma started the final incantation, and a great ball of flame appeared in the sky. Small at first, it grew larger, and the armies of both sides scattered. Yarma, possessed by the Rock Spirit, laughed manically.

At the last moment, as the power of the Rock Spirit was reduced by the calling, Yarma came to his senses - and fought against the Rock Spirit/ pitting his will against the rock's wantonness, Yarma finally prevailed and tried to stop the cataclysm - but it was too much for his human body to endure, and it cost him his mortal life.

However, that wasn’t the end of Yarma. With the power of the ancient immortal in his soul, Yarma couldn’t die but he could make recompense for the harm he had, unwittingly, done. First he collected the dead, and laid them to rest properly, a task that took years, even for a minor divinity. Now he is seen as a the local psychopomp caring for the souls of the dead and departed - although his military prowess is also recognised and he is seen as a patron of Guards and Soldiers, wherever they might be.

Arth and Yarma are often seen as related deities - and many people in Porters Bar will say a single prayer to both deities at the same time.

His symbol is a spearhead.

Church

Yarma doesn't have much a formal church, as such. There is a temple in Porters Bar, that deals with funerals for the population, but just a few shrines outside that city. Most of his prayers to Yarma are made at shrines dedicated to The Cult of The Small Gods, that are scattered around the Hann Sea.

Priests

The vast majority of Priests are warriors, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before conflict. However, there are higher level priests to serve his few shrines, while there are also a few adventuring priests, who dedicate their lives to protective duties. Yarma's Priests also have access to two new spells: Summon Psycopomp (L1) & Hero's Grave (L3) - both of which can be found here. These are not bonus, or domain spells, but must be learned in the same way as any other spell.

Shrines

Shrines are rarely more than a monument, probably a statue of a man armed with shield and spear, dedicated to those who have died in battle.

Powers

Yarma is a quasi-deity who can grant access to two domains, and can only grant spells up to Fifth Level, drawn from the Adept Spell list – any slots for higher level spells may be filled with lower level spells. Nor does Yarma allow adepts to take a Familiar at Level 2 - Instead, he grants them access to his domains.

Law Domain

You are a protector, who believes in the rule of law and the benefits of an ordered and safe society.

Ancestors Sub-Domain

You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Spell List

Priests of Yarma may choose their spells from the following list: