Zilchus
the Money Lender
Zilchus
the Money Lender
Greater God (Oeridian)
PORTFOLIO: Power, Prestige, Influence, Money, Business
PLANE: Nirvana
CLERIC ALIGNMENT: Lawful Neutral (T)
SYMBOL: Pouch filled with gold
Zilchus, the Money Lender, the Double-Coin, is the Oeridian deity of Power, Prestige, Influence, Money and Business. He is the titular head of a large and diverse pantheon that has changed substantially over time. Zilchus did not always lead the Oeridian gods but rose to his present position of prominence because of his ability to most effectively deal with the challenges facing the Oeridian peoples during the period beginning prior to the Great Migrations. Originally merely a deity of commerce, over time Zilchus came to be a deity of influence and ultimately prestige. His affinity for power came much later.
Zilchus' appears as a tall man of middling years with a salt and pepper beard and hair that falls in waves to his shoulders. He is always dressed in heavy, voluminous robes that completely conceal his figure. These robes are of the richest material but always of deep dark colors, usually burgundy, black or purple. Zilchus has a commanding presence and his eyes flash steel. Nothing about his presence suggests weakness or even mercy. He cannot be bargained with, only reasoned with.
The priests of Zilchus are said to be the best merchants in all Oerth -- some call them the best Thieves. To the buyer, this is a two edged sword. Some priests honor the customer and truly wish to give him quality goods and a fine deal. Others wish only to accumulate massive amounts of money and let the buyer be damned. No priest of Zilchus likes to see a customer leave without spending money. This opposition in the priesthood is best illustrated by one of the deities names of "Double-Coin." Perhaps the best way to describe a priest of Zilchus was said by Kasahn Su'ulan High Merchant-Priest in Niole Dra. Quote, "I have often heard from other less motivated folk that one does not take riches and wealth with him when he dies. I beg to differ. We do."
Coincidentally, no wealth is found after the death, whether natural or unnatural, in either wills, homes, or pockets of any priest of Zilchus.
Merchant guilds often double as temples to Zilchus. But, as was seen in the Slave and Spice Wars as it was came to be known in the Hold of the Sea Princes, a merchant guild and the priests of Zilchus can be bitter enemies. Let it be known to thieves that abjurations are heavily used in any shop owned by a priest of Zilchus including many unique and secret spells. They are known to be harsh and unforgiving to thieves. . .and even worse to those caught in their shops.
These priests are most common from Perrenland south to the Hold of the Sea Princes and East into Nyrond. The chaotic conditions and feudal systems in the Great Kingdom and surrounding areas make business difficult (but profitable if one is smart and survives). The western lands of the Caliphate of Ekbir, Sultanate of Zeif, Tusmit and Ket hold this deity in high social standing.
Services include trade negotiations, business transactions and very prestigious parties. Other services include gifts of coinage to Zilchus. If the priest is in disfavor, Zilchus takes the coinage as punishment. If the priest is outstanding, the gifts may be doubled or more.
Raiment is typically clothing, armor and/or weapons in excellent condition and of current fashion. This is the equivalent of paying the priest's level plus two multiplies by the cost of the armor, weapon or clothing.
The metals for the coin symbol of Zilchus are as follows: levels 1-2: copper; 3-4: bronze; 5-8: silver; 9-10 gold; 11-13 electrum; and 14+: platinum. Humans and half-elves make up the ranks of this priesthood. It should be known females are frowned upon joining this church.
Most of the priests of Zilchus are merchants, nobles or people belonging to circles of power or influence. They are accomplished mediators and diplomats. They are ruthless in business and are often perceived as being devoid of emotion, but of irreproachably honest. Clerics might work for powerful merchants, trade and crafts guilds, politicians, or nations, making transactions for their employers and accumulating prestige and currency for both their employers and themselves. Many are themselves merchants, nobles, or in some position of power. The priests of Zilchus are listened to by most of the Leaders often rely on the advice of the priests of Zilchus because of their undeniable diplomatic talents and their reputation for great honesty.
Clerics of Zilchus must have an Intelligence score of 12 or higher and a Charisma score of 14 or higher.
Clerics of the Money Lender have the power of minor geas (see below). All clerics of Zilchus are in good standing with the guilds and banking entities in Greyhawk and gain preferred terms (per the GM). Clerics of Zilchus also have access to lines of credit (up to 1,000 gp per class level), but these must be approved by regional leaders of the faith. Clerics of Zilchus have the ability to appraise mundane items (using an Educated check with the DC set by the GM based on item rarity). A failed check, simply means the cleric does not know.
Clerics can use the augury spell to review a contract. If successful, the spell will function covering the life of the contract allowing the cleric to determine if there are hidden terms or key omissions that would cause the contract to be ill-suited toward one side or the other (for terms that are material in nature to the agreement overall). The divination won't detect the source of the issue but will alert the cleric that there is one.
At 5th level, clerics of Zilchus gain the ability to read, intrepret, or speak any language for 1 hour per two cleric levels once per day. The effect is magical and has a radius of 30-ft. This does not allow the cleric to read coded messages or understand concepts unknown to the cleric.
Clerics of Zilchus at this level and higher can look at a number of like objects and count them, flawlessly. Thus, if viewing a bundle of arrows, the cleric would be able to give the number of arrows in the bundle. This can extend to people, but not picking apart different types (or even races). Thus, if observing an army, the cleric would note the size in number of troop (say, 2,352 individuals), but would not know archers from footmen or orcs from goblins.
Clerics of Zilchus are rumored to have created special abjuration spells dealing with protecting valuables or areas containing valuables. These secrets are limited to clerics of 7th or higher and are closely guarded.
Minor Geas. Those who enter into contracts created by the cleric and subsequently break them, gain ill-luck for a number of days equal to the cleric's level (no save). Those with ill-luck suffer a -2 penalty to attack rolls and saving throws versus magic.
Clerics that are granted the above abilities must earn +10% experience points and 10% of their share of treasure in tithes in order to increase in level. Clerics that forgo these abilities can gain levels normally.
In any case, all strictures must be adhered to whether choosing the special abilities or not.