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Spheres of Influence:

Major: Purity,Truth, Service


Minor: Equality, Family, Music
Primary Deity: Waheguru
Minor Deities: None, but Waheguru is referred to by other names such as En Onkar and Akal
Murat by context.
Holy Symbol: Khanda
Representative Animal: None
Representative Weapon: Chakram
Description: Waheguru, or Infinite Teacher is the one God of the Balisian people.
He/she is believed to be the creator of all things, and the source of all life. All living things are
believed to be sons or daughters of Waheguru, thus all life is essentially sacred. Waheguru is
both sexless and genderless, he cannot be looked at by human eyes, and he is above the birth
and rebirth cycle. All people are equal under Waheguru regardless of religion, sex, or race.
Waheguru is said to never take physical form. The formal religion of Waheguru and the Balisian
people is Balism.
Waheguru educates his following on the five worst crimes to commit to the soul, better
known as the Five Thieves. He/she also teaches the Five Virtues to counter these crimes
against the soul.
Thief True Name Virtue True Name
Lust Kaam Truth Satya
Anger Krodh Contentment Santosh
Greed Lobh Compassion Daya
Material Attachment Moh Humility Namrata
Pride Hankaar Love Pyaar

The Five Thieves are believed to be personality weaknesses in the human personality.
The Five Thieves have been described as viruses of the human mind. Their goal is to steal and
feed off the purity of the human conscious, and they do so by ruining the soul and breaking off
pieces of it over time. Powerful Bali Gurus have searched through their mind and soul to find
and eliminate the Thieves from their conscious. The Five Virtues are often regarded in similar
ways to the Thieves. The Virtues are warriors of Waheguru trained to thwart the actions of the
Thieves. The Virtues cannot kill the Thieves, but they can stop their corruption if trained and
equipped. One equips their Virtues by meditating on Wahegurus name, and they train them by
performing deeds relating the the name of the virtues. Balism is, however, not truly a works
religion, in that for every corrupt action one must complete a pure one. Instead, the quality of
ones soul is measured, not the quantity of specific deeds. The ultimate goal is to break the
reincarnation cycle.
When one accepts Waheguru as God, and is Baptised into the faith, there are a few
actions which become prohibited. 1. Cutting Hair, 2. Consumption of Alcohol, Tobacco, Drugs,
3. Blind Spirituality (Superstitions, Fastings, Pilgrimages, etc.), 4. Material Obsession, 5.
Sacrifice of Creatures, 6. Seclusion, 7. Worthless Talk (Bragging, Lying, Slander), 8. Priestly
Class, 9. Eating Ritualistic Meat, 10. Having Extramarital Relations.
Balism is not a particularly aggressive religion. Respect for life provides a strong
influence on the ethics of combat and war. However, their regard for justice and equality often
drive them to defend themselves and their homelands. Balisians in their states will protect
themselves from assaulters, and may defend nearby states who they feel are victims of a
greater injustice. Balism advocates that war is merely a tool. It can be used for just or unjust
reasons. War should be used only as a last resort, and non-violent methods should always be
sought first.
The 16 tribes, or Mahajanapadas each interpret base Balism differently, and call the faith
by the name of their tribe. The sixteen tribes are Anga, Kosala, Kashi, Magadha, Vriji, Mala,
Chedi, Vatsa, Kuru, Panchala, Maccha, Surasena, Assaka, Avanti, Gandhara, Kamboja. The
variances in the faith occur in several places. Many of them argue over which virtues are truly
virtues, and which are merely good actions. Others change some of the Theifs to better suit
their actions, or justify inconsistencies within their sub-state. Most however disagree on the
nature and degree of justice and fairness. Most of the scars that exist between tribes have little
if anything to do with the alteration of the religion, and more to do with the histories of the two
tribes. Territory wars are common in the Vislat. The tribes are not always at war with each
other, but they only rarely work together.
A player who selects a Balisian character should pick from either one of the 16
Mahajanapadas or select to be a refugee. Refugees typically flee over the Mhanatama
mountain range to the grasslands on the other side.




Divine Domain: Khalsa
The Khalsa, or Saint Soldiers, are an elite class of Balisians devoted to both service and
battle. Khalsa are not viewed as superior in terms of legal power or spiritual authority, but are
distinct in devotion and skill. A Khalsa can be both male or female. There are several distinct
physical features that identify a Khalsa.
1. Kesh: Uncut hair on the whole body. This applies to men and women.
2. Kara: The Kara is a steel bracelet that is worn on the right arm. It is to remind Balisians
to do good deeds. There are some magical Karas which can turn into Chakrams.
3. Kanga: The Kanga is a small wooden comb, which is often worn in the hair on the head.
It is to remind the Khalsa of the importance of cleanliness, both physically and spiritually.
4. Kucharam: The Kucharam is a cloth that is worn to bind the hair on the top of the head.
It is worn to remind the Khasha of the importance of chastity.
5. Kirpan: A small dagger Khalsas carry. It is to represent that Khalsa and the Balisians
have a responsibility to stand up for justice.
Khalsa are assigned the responsibility of defending the defenseless and defeating the
unrighteous. They are also readers of the Adi Granth, the sacred text of the Balisian people.
The ultimate goal of the Khalsa is to seek justice and gain purity in life.
Bonus Proficiencies:
Weapon: Chakram, Kirpan (Dagger), Khanda (Shortsword)
Armor: Small Shield

Level Spells
1 Divine Favor, Protection from Evil
3 Lesser Restoration, Spiritual Weapon
5 Conjure Barrage, Water Walk
7 Freedom of Movement, Divine Power
9 Conjure Volley, True Seeing

Channel Divinity: Battle Mind
At 5th level, you can channel divinity to enhance your battle senses. This action takes
away all other actions, movement, and reaction for one round. In this round, the Khalsa
prepares to enter a trance-like state. The next round he enters this trance. The world seems to
be in slow motion, and all actions by the enemy appear obvious. During this action round, either
all attacks you make are criticals, or all attacks made against you are misses.

Justify:

At 20th level, the Khalsa gains double damage against any creature who has killed a
friend of the Khalsa. The character the Khalsa is Justifying must be at 0 HP. If they are brought
up to 1 HP or greater, the Khalsa loses double damage against the foe.

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