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		<updated>2026-04-17T17:19:37Z</updated>
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	<entry>
		<id>http://www.dwpriests.com/wiki/Divine_Hand</id>
		<title>Divine Hand</title>
		<link rel="alternate" type="text/html" href="http://www.dwpriests.com/wiki/Divine_Hand"/>
				<updated>2014-06-11T08:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;Wyvie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RitualInfoBox&lt;br /&gt;
| name=Divine Hand&lt;br /&gt;
| gp=100 (+50 per passenger)&lt;br /&gt;
| learntat=150 in [[faith.rituals.misc.target]]&lt;br /&gt;
| skills=[[faith.rituals.misc.target]]&lt;br /&gt;
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]&lt;br /&gt;
| requirements=[[Holy symbol|Symbol]]&lt;br /&gt;
| rodtype=g&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moves you across the Disc&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
This ritual moves the priest and any people following the priest across the disc to the place which has been [[Remember Place|remembered]] on the item the ritual is targeted at. It does this by passing the travelers through a special room located in an elemental fold between the planes. Each God has its own special room as the halfway point, each with different means of exit, and you are no longer able to exit via a second divine hand from the room.  Commonly known as 'passaging' due to the former names of the ritual, Air/Water/Earth/Fire Passage.&lt;br /&gt;
&lt;br /&gt;
= Help File =&lt;br /&gt;
&amp;lt;!-- If something in this &amp;quot;Help File&amp;quot; section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --&amp;gt;&lt;br /&gt;
This ritual lets the priest enter into a special room halfway between the current location and the destination. The room, hidden in an elemental fold between the planes, is created to allow the priest to move great distances in merely two paces.&lt;br /&gt;
&lt;br /&gt;
Prior to performing divine hand on an object, you must first use the [[Remember Place]] ritual to mark a location on an object. &lt;br /&gt;
&lt;br /&gt;
= Ward Effect =&lt;br /&gt;
When impressed as a ward, this ritual sends the thief to the location where the ward was impressed.&lt;br /&gt;
&lt;br /&gt;
They may also send someone into the freezer of the Butchers' Guild in Ankh-Morpork, even if the ward was bestowed somewhere else.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Prebox|&amp;gt; perform divine hand on baton&lt;br /&gt;
You say a prayer over a dull grey baton.&lt;br /&gt;
&amp;lt;br&amp;gt;You attempt to visualise the place that you remembered.&lt;br /&gt;
&amp;lt;br&amp;gt;You pray to Gufnork to grant you the means to travel there.&lt;br /&gt;
&amp;lt;br&amp;gt;You meditate on the holiness of Gufnork before vanishing.&lt;br /&gt;
 &lt;br /&gt;
Delicate white fluffy material is spread liberally around this room, so much so that it feels somewhat akin to being inside a giant mound of fluff.  In fact, there are a few wispy trails of fluff draped around the place, none more so than on what is presumably a small statue of Gufnork.  A large ball of fluff hovers above the statue, occasionally dropping a few stray lumps of fluff.&lt;br /&gt;
&amp;lt;br&amp;gt;There are no obvious exits.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt; roll around in the fluff&lt;br /&gt;
&amp;lt;br&amp;gt;Fluff travels around your body at alarming speed, completely covering you.  Totally encased in fluff, you feel perfectly at one with Gufnork for a moment before you suddenly find yourself elsewhere.&lt;br /&gt;
 &lt;br /&gt;
It is night and there is no moon.&lt;br /&gt;
&amp;lt;br&amp;gt;This is the Street of Small Gods between two temples, a large, friendly one to the north and a small, grim-looking one to the south.  This seems like a fairly major part of the street, due to the major temples to either side.  There seems to be some sort of a ruddy red glow over Sek's temple, although it would probably be a bad idea to inquire about what exactly is causing it. The street continues west and northeast, with more temples in either direction.&lt;br /&gt;
&amp;lt;br&amp;gt;One or two people wander past, apparently heading somewhere.&lt;br /&gt;
&amp;lt;br&amp;gt;It is a slightly chilly autumn prime's night with almost no wind and scattered puffy clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;There are four obvious exits: northeast, west, north and south.&lt;br /&gt;
&amp;lt;br&amp;gt;Kess of Sek is standing here.&lt;br /&gt;
&amp;lt;br&amp;gt;A street lamp is emitting a grimy light here.}}&lt;br /&gt;
&lt;br /&gt;
= Granted By =&lt;br /&gt;
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]&lt;br /&gt;
&lt;br /&gt;
= Learnt At =&lt;br /&gt;
[[faith.rituals.misc.target]] level 150&lt;br /&gt;
&lt;br /&gt;
= Skills Used =&lt;br /&gt;
*[[faith.rituals.misc.target]] {{Mocked}}&lt;br /&gt;
&lt;br /&gt;
= Base GP Cost =&lt;br /&gt;
200 GP plus 50 GP per passenger&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
[[Holy symbol]]&lt;br /&gt;
&lt;br /&gt;
= [[Meditate]] =&lt;br /&gt;
{{MeditateBox&lt;br /&gt;
| type=m&lt;br /&gt;
| steps=3&lt;br /&gt;
| target=Objects&lt;br /&gt;
| components=[[Holy symbol]]&lt;br /&gt;
| powers=Speech, Movement&lt;br /&gt;
| resist=na&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Longsight]]&lt;br /&gt;
* [[Remember Place]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pishe Rituals]]&lt;br /&gt;
[[Category:Gufnork Rituals]]&lt;br /&gt;
[[Category:Gapp Rituals]]&lt;br /&gt;
[[Category:Sandelfon Rituals]]&lt;br /&gt;
[[Category:Fish Rituals]]&lt;br /&gt;
[[Category:Hat Rituals]]&lt;br /&gt;
[[Category:Sek Rituals]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Wyvie</name></author>	</entry>

	<entry>
		<id>http://www.dwpriests.com/wiki/Visit</id>
		<title>Visit</title>
		<link rel="alternate" type="text/html" href="http://www.dwpriests.com/wiki/Visit"/>
				<updated>2014-06-11T08:49:49Z</updated>
		
		<summary type="html">&lt;p&gt;Wyvie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RitualInfoBox&lt;br /&gt;
| name=Visit&lt;br /&gt;
| gp=100&lt;br /&gt;
| learntat=150 in [[faith.rituals.misc.self]]&lt;br /&gt;
| skills=[[faith.rituals.misc.self]]&lt;br /&gt;
| grantedby=[[Hat]]&lt;br /&gt;
| requirements=[[Holy symbol|Symbol]] and alcohol&lt;br /&gt;
| rodtype=m&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
allows you to unexpectedly appear next to someone&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The perfect misc ritual: fun, useless and unique. This ritual moves the performer next to a RANDOM player on the Disc. Again, random, as in not targetable.  Use? None, except scaring other players. Beware, this could also put you next to a player in the snail, shades, medina, under the sea or in any location you'd rather not end up.&lt;br /&gt;
&lt;br /&gt;
= Help File =&lt;br /&gt;
&amp;lt;!-- If something in this &amp;quot;Help File&amp;quot; section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --&amp;gt;&lt;br /&gt;
Visit allows you to visit someone unexpectedly.  The person who you visit is generally random, so this can take you nearly anywhere on the Disc.  You need a holy symbol consecrated to your god and some alcohol to perform this ritual.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Prebox|&amp;gt; perform visit&lt;br /&gt;
You raise your hands in the air, crying out to Hat to fill you with the spirit of uninvited guests everywhere.&lt;br /&gt;
&amp;lt;br&amp;gt;You trace your holy symbol into the shape of a simple door in front of you.&lt;br /&gt;
&amp;lt;br&amp;gt;The invisible door before you seems to open, and you step through.&lt;br /&gt;
 &lt;br /&gt;
It is night and there is no moon.&lt;br /&gt;
&amp;lt;br&amp;gt;The mists curl in from the swamp, shrouding this stretch of Market Street in a pallid gloom, the area known affectionately by its inhabitants as Llamedos Fach.  Amongst the ghostly silhouettes of houses the bright lights of a shop shine brightly, a beacon against the grey half-light of the mists.  The houses here are huddled together like damp crows in a thunderstorm, thatched roofs dripping with the damp.  A dark shadow between two tumbledown cottages to the southwest of the street marks where Dolmen Walk, a narrow cobbled alleyway, slinks away into the silence of the rolling mists.&lt;br /&gt;
&amp;lt;br&amp;gt;The surrounding area is illuminated by the light from a nearby torch.&lt;br /&gt;
&amp;lt;br&amp;gt;It is a very warm autumn prime's night with a gentle breeze and dense cloud cover.&lt;br /&gt;
&amp;lt;br&amp;gt;There are four obvious exits: north, east, southwest and northwest.&lt;br /&gt;
&amp;lt;br&amp;gt;Wodan is standing here.&lt;br /&gt;
 &lt;br /&gt;
You visit Wodan unexpectedly!  Despite your generous gift of alcohol, (which you quickly conceal after showing it off) he doesn't look too pleased to see you.}}&lt;br /&gt;
&lt;br /&gt;
= Granted By =&lt;br /&gt;
[[Hat]]&lt;br /&gt;
&lt;br /&gt;
= Learnt At =&lt;br /&gt;
[[faith.rituals.misc.self]] level 150&lt;br /&gt;
&lt;br /&gt;
= Skills Used =&lt;br /&gt;
*[[faith.rituals.misc.self]] {{Mocked}}&lt;br /&gt;
&lt;br /&gt;
= Base GP Cost =&lt;br /&gt;
180 GP&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
[[Holy symbol]] and alcohol&lt;br /&gt;
&lt;br /&gt;
= [[Meditate]] =&lt;br /&gt;
{{MeditateBox&lt;br /&gt;
| type=m&lt;br /&gt;
| steps=2&lt;br /&gt;
| target=Nothing&lt;br /&gt;
| components=[[Holy symbol]]&lt;br /&gt;
| powers=Speech, Movement&lt;br /&gt;
| resist=na&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hat Rituals]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Wyvie</name></author>	</entry>

	<entry>
		<id>http://www.dwpriests.com/wiki/High_priests</id>
		<title>High priests</title>
		<link rel="alternate" type="text/html" href="http://www.dwpriests.com/wiki/High_priests"/>
				<updated>2014-06-10T12:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Wyvie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A High Priest of a God is chosen by his followers. He or she will reign and guide his flock for as long as he/she desires, or until a schism is started against him/her.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=&amp;quot;1&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Current High Priests&lt;br /&gt;
|-&lt;br /&gt;
|Pishe&lt;br /&gt;
|FraLipoLipi&lt;br /&gt;
|-&lt;br /&gt;
|Gapp&lt;br /&gt;
|Keita&lt;br /&gt;
|-&lt;br /&gt;
|Gufnork&lt;br /&gt;
|Valkyr&lt;br /&gt;
|-&lt;br /&gt;
|Sandelfon&lt;br /&gt;
|Dvalinn&lt;br /&gt;
|-&lt;br /&gt;
|Fish&lt;br /&gt;
|Betta&lt;br /&gt;
|-&lt;br /&gt;
|Hat&lt;br /&gt;
|Mauve&lt;br /&gt;
|-&lt;br /&gt;
|Sek&lt;br /&gt;
|Ronan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this section, I'll give a short overview of what a High Priest can do during his time.&lt;br /&gt;
&lt;br /&gt;
===Who can become High Priest?===&lt;br /&gt;
&lt;br /&gt;
Everyone! Well, nearly everyone, one or two exceptions. Ok, probably you'll never get to be HP to be honest... But, if you're of sufficient age, over GL 150 and if you've prayed shortly before the next election, you're a potential HP! All you need to do now is win an election.&lt;br /&gt;
&lt;br /&gt;
===Appointing ministers===&lt;br /&gt;
&lt;br /&gt;
The first thing a new HP usually does is appointing new ministers to help him guide his flock. Ministers get a fancy title and the &amp;quot;Minister&amp;quot; prefix, but are completely harmless. If you want to be a minister, suck up to you HP or threaten him with a schism!&lt;br /&gt;
&lt;br /&gt;
Ministers are appointed using &amp;quot;invest&amp;quot;, and divested using &amp;quot;dismiss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Obsecrate===&lt;br /&gt;
&lt;br /&gt;
High Priests have a special command called [[obsecrate]]. With this command they can ask the deity to alter various things about the way [[Deity points|deity points]] are spent, as well as get information on who is draining or contributing to the pool the most and on specific players' deity point usage.  You can get rough details on the current setup with the [[Devout Inquisition]] ritual and check on your own expenditure/contributions by using the 'meditate on obsecration' syntax at a high altar. &lt;br /&gt;
&lt;br /&gt;
The things they can currently do are:&lt;br /&gt;
*'''Reduce ritual costs''' - up to 30% of ritual costs can be set to be shouldered by the deity point pool. &lt;br /&gt;
*'''Increase ritual costs by taking tithes''' - rituals can be made to cost 30% more than usual, with some of the surplus being put back in the deity point pool. This is a more efficient way of converting gp to dp than praying. &lt;br /&gt;
*'''Make rituals easier and better''' - self-explanatory really, this can chew up a large amount of dp. &lt;br /&gt;
*'''Declare a ritual profane''' - prevents priests and followers of the same religion from using that ritual from [[faith rods]].  While it's possible to declare a ritual naturally granted by your deity profane, it doesn't affect performing the ritual without a faith rod.  This is visible when [[Meditate#Meditate_upon_obsecration|meditating upon obsecration]].&lt;br /&gt;
*'''Ban a ritual from another religion''' - prevents priests and followers of a specific deity from being able to use the specified ritual from faith rods made by priests of your religion.  For example, banning Hattites from using Pishite-created [[Stasis]] rods.&lt;br /&gt;
*'''Declare rituals of another deity unholy''' - prevents priests and followers of your religion from using ''any'' faith rods created by priests of a specific deity.  This is visible when [[Meditate#Meditate_upon_obsecration|meditating upon obsecration]].&lt;br /&gt;
&lt;br /&gt;
As usual, heretics are unaffected by all of this.&lt;br /&gt;
&lt;br /&gt;
===Excommunicating===&lt;br /&gt;
&lt;br /&gt;
Have you been a naughty naughty priest? Played with your rod too much (FAITH rod, you sicko!)? Watch out, because before you know, you'll get excommunicated by your HP! Once excom'ed you won't be able to use any [[Deity points|deity point]] related command anymore.  You also won't add deity points to the pool when you pray, and won't be affected by any deity pool settings.  Finally, if you're a priest, being excommunicated changes your [[Guild titles|guild title]].&lt;br /&gt;
&lt;br /&gt;
Absolution can also be granted by the high priest, but the command must be prefixed with &amp;quot;nosoul&amp;quot; or the soul command absolve may be applied instead.&lt;br /&gt;
&lt;br /&gt;
The high priest must be at the high altar to excommunicate, and will have to put the player's name in all lowercase.  Excommunicating someone will cause a board post to be made by &amp;quot;Voice of &amp;lt;deity's full name&amp;gt;&amp;quot;, along these lines:&lt;br /&gt;
&amp;lt;pre&amp;gt;Let it be known that: by order of High Priest &amp;lt;name&amp;gt;, the&lt;br /&gt;
heretic &amp;lt;player&amp;gt; has been excommunicated from the Church of&lt;br /&gt;
&amp;lt;deity's full name&amp;gt;, for &amp;lt;reason given&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The faithful are asked to pray for {his|her} eternal soul.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The excommunicated player doesn't get any message about either being excommunicated or absolved.&lt;br /&gt;
&lt;br /&gt;
===Schisms===&lt;br /&gt;
&lt;br /&gt;
OK, to be honest, HP's can't actually do this one, but YOU can start a schism against your HP!&lt;br /&gt;
&lt;br /&gt;
Schisms are basically the priests' guild version of Votes of No Confidence. Any priest who could be a high priest in a standard election can cause a schism in the church by finding a supporter (who must also be a priest who could stand in a standard election) and initiate the schism by going to the voting room in the [[Temple of Small Gods]] (syntax in the room help file). NOTE: excommunication is *entirely ignored* by this process, for obvious reasons.&lt;br /&gt;
Once a schism has been started, everyone else in the church will be informed of it and there will be a week's interim in which you can state your case, and in which other potential dissidents can jump the bandwagon and also declare their interests in the post of High Priest.&lt;br /&gt;
If, when the week expires, there are no valid challengers (eg, the separatist withdrew, or his supporter did, and no one else stood up), the schism will be resolved there and then. Otherwise, voting will start. This is exactly like a normal election, except:&lt;br /&gt;
:a) The incumbent High Priest remains in his/her role throughout, as do ministers.&lt;br /&gt;
:b) Only the incumbent High Priest and the successfully-seconded separatists will be up for election.&lt;br /&gt;
If a separatist wins, they will, with immediate effect, become High Priest as though they'd just won a normal election. If the incumbent High Priest wins, life goes on as before. If at any time in the entire two week process the High Priest position becomes vacant, the schism will be entirely aborted and a normal election will start.&lt;/div&gt;</summary>
		<author><name>Wyvie</name></author>	</entry>

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