Description: Mmiri-Ozuzo is the one God of the Nd people. Mimiri-Ozuzo is believed to live in the thunderclouds, and the evidence of his life is in all things that use his water. Mmiri- Ozuzo encourages all his peoples to travel with the wind as does he. Mmiri-Ozuzo urges his people to be of the highest of moral position, and Nd texts claim that Mmiri-Ozuzo only shares his rain with tribes who achieve high ethical standing. This belief, however, is usually taught as a story to children as a way to enforce their ethical making, and is not commonly held to be true, even by Mmiri-Ozuzo's priests. Most myths and legends of the Nd's are fables and parables designed to entertain and educate its audience of the virtues that are held by Mmiri-Ozuzo, and how they apply to the audience. Very few of Nd stories actually contain direct actions from their god at all, but usually use animals, most commonly a rabbit, turtle, and hyena to explain core concepts. The rabbit typically plays the role of the protagonist, and often represents humanity; the turtle typically plays the role of the wise sage, often portrayed to be Mmiri-Ozuzo in our realm; and the hyena is almost always the antagonist, and typically is supposed to represent the unethical part of ourselves we must overcome, or the unethical part of others that must be rectified. All three are composed in the order's holy symbol, the Chukwu Mb. The Chukwu Mb is a giant turtle, whose shell reflects all existence. There have been only a few supposed sightings of this creature, as it supposedly only lives in greatest of storms. Many priests believe Mmiri-Ozuzo is the Chukwu Mb, although this has never been confirmed. As the symbol shows on the Nd crest, the scales on its shell show a few of the core stories of the Nd, like the tale of the first rain. The Nd people have minimal organization regarding their faith. There are no formal places of worship, nor are there any specific set of laws or doctrine governing their behavior. As a result of their religious informality, the political system of the Nd is a closely knit, tribal system. There are shrines and monuments to Mmiri-Ozuzo and Chukwu Mb that are regularly visited by pilgrims from all the individual tribes of the Nd. There are no technical cities in the Mmabad Valley, but tribes converge at certain times in the year for celebrations, at which massive numbers of tents gather to form something like a city. The most famous of these tent- cities is kch, which exists every year for five days during the height of the dry season. Priests of Mmiri-Ozuzo can access a large number of spells that aid their people, however, they tend either to not care to learn, or are not given ability to utilize spells from the combat sphere. Their duties are typically more focused on helping their tribe. War and battles are performed by the warriors of the tribe, and the warriors see little need to risk their priest by placing them in battle. Because of this, priests of Mmiri-Ozuzo tend not to join adventuring parties, but can operate as useful sages for adventuring parties passing through. Wizard magic is far more obscure to the Nd, and thus they tend to fear it more. Male wizards are treated with extreme caution, but are liable to be sent into the wilderness with any mistake. Female wizards are treated with extreme fear, and consequently receive little negotiation. Any female wizards that enters Nd country will likely face instant death upon discovery of her powers, unless represented by an Nd who trusts the wizard. The Nd society breeds perfect Paladins for adventuring parties. They are encouraged to adventure as does the thundercloud, and have trained with the highest of Nd ethics. The Paladins that come out of Nd society have been trained by both the most highly respected warrior of a tribe and their priest.
Sage A Sage is likely the leader of an Nd tribe. As leader, they have several responsibilities. One of the responsibilities of a sage is to find shelter and water for the tribe. This responsibility is often split by the priest to several other tribesmen, but the priest is still held ultimately responsible. The Sage is also responsible for preparing celebrations for holidays, marriages, and tribe crossings.
Level Spells Divining Ability 1 Create Water, Thunderwave Water 3 Righteous Shield, Augury Items 5 Call Lightning, Create Food and Water Animals 7 Aura of Life, Divination People 9 Lightning Bolt, True Seeing Memories
Bonus Proficiencies: Tools: Dowsing Rod Skills: Insight, Medicine, Survival
Dowsing: Utilizing his raindrop club, a Sage may dowse for the location of a variety of things starting with water at 1st level. The sage makes a Charisma ability check to determine passing against a DC of the DMs choosing. It could be impossible, however, for a check to succeed. Such incidents could be Dowsing for water in the elemental plane of fire, finding an item in nothingness, or searching the memories of a baby.
Channel Divinity: Pictogram At 3rd level, a Sage may leave a moving message on a turtle shell. The shell may be attached to a living turtle or not.
Raindance: At 20th level, the Sage may spend a round performing a rain dance. At the start of the Sage's next round, a storm appears directly above the Sage. The storm lasts for 20 rounds.