1. Organizations

The Church of DaviD

The Foreseer, the Shield that does not waver


David is the god of Divination and Defense.  And (for a very small fanatical fundamentalist sect) both the previously mentioned Divination and Defense, as well as a Different Duo to be revealed later.

“If you know what your enemy is going to do…”

For those that wish to know the future:
A prince wondering if his brothers plot against him.
A young man wondering if the girl in the inn likes him.
A farmer wondering will the weather affect his harvest.

All pray to DaviD for such a glimpse into the future.

Any profession or class can be a casual follower of DaviD,  a.k.a. A practitioner of DaviDism.

The tendency to capitalize both D’s in DaviD was initially intended to be a constant reminder and tribute to the Double Dawners.

For those wishing to be involved in Davidism more thoroughly there are specific three named organizations:  

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Followers of DaviD may be of any alignment and for most of DaviD’s time as a god, he didn’t play favorites among his followers as all were welcome in his mind and church.  But as the internal conflict between the Church and the Heretics wore on, DaviD withdrew some of the favors bestowed to his followers.  Visions that used to be clear are now foggy and obscure.  Spells fail randomly.  Prayers go unanswered.  

The Church, eager to end the conflict but aware that no compromise will come from the Heretics, has increased recruiting into BOATAF (see below).  They have come to the conclusion that the conflict can only be ended by complete victory.  Only then will the full favor of DaviD be returned.

Mages of High Sorcery

Many magic-users on Krynn are members of an ancient organization known as the Mages of High Sorcery (or Mages of DaviD). Predominantly composed of wizards—with a lesser number of sorcerers, warlocks, and other spellcasters—members are divided into three orders. Each order dedicates itself to virtues extolled by a god of magic and honors its deity is associated with. The three orders cooperate as part of a single organization, overseen by a council of experienced members known as the Conclave.

Equally devoted to the study of magic and united in defending their knowledge and traditions, the three orders differ in their fundamental reasons for using magic. (see below)

Towers of High Sorcery

Thousands of years ago, the Mages of High Sorcery cooperated to build five Towers of High Sorcery, centers of learning to advance the craft of magic and the interests of the orders. Three of the towers were destroyed during the Cataclysm, and a fourth—the once unsurpassed Tower of Palanthas—lies cursed and empty. The only tower remaining in operation, the Tower of Wayreth, now serves as the headquarters of the Mages of High Sorcery and the repository of their greatest secrets.

The Test of High Sorcery
An apprentice mage who seeks to join one of the three orders must first pass a trial known as the Test of High Sorcery. Every mage’s test is different, tailored to both the order they wish to join and their own personal challenges and aspirations.