Handrick One-Hand is Eqtis’s god of serendipity, patronage, and good.
Domains: Good, Liberation, Luck, Madness, Nobility
Favoured Weapon: dart (Core Rulebook, pg. 141)
Nicknames: the Master of the Secret Truth
Symbol: a smiling, winking moon
Handrick is depicted as a slender young man with a bizarre smile on his face. His skin is pale white to the point of being translucent. He is often shown dressed as a nobleman wearing whatever the latest fashions are. His right forearm is often depicted with a misty quality and his right hand is usually shown grasping a mass of string. Depending on location, he is either shown lolling about on a throne or engaged in games and gambling.
Handrick One-Hand rose to power ages ago. He was not always as powerful as he is now, but he made a deal with the Hethish pantheon in order to help the forces of good win the Twenty-Sided War. He was once a simple champion of goodness and a hero of the people. He had ventured on many quests for the various good gods and had a reputation for being able to handle any problem he came up against. He agreed to be their conduit of good and to lead their forces in the war, but only on very specific terms. He would only be a leader if he could have full knowledge of every situation—past, present, and future—and only if he could take sole responsibility for his actions, and for the commands carried out. Some of the other gods laughed and called him a coward. They knew there was no way his terms would be met. Others sought out a way to make it so. They found an oracle of the frozen wastes, who was actually Aning in disguise, who said she could give him access to all truths if he accomplished a feat of strength. Đåk’fölg’gn’nß, Handrick’s old adventuring partner, claimed he could fulfill the second term of his decree while Handrick was absorbing knowledge. Time was getting short, and the gods were getting impatient, so Handrick was brought forth and forced to do as Aning instructed. She told him that she bore the knowledge of all truths in the world, and that while she carried that unborn knowledge, it dreamed inside her and that Handrick need only reach inside her womb and scoop up all the dreams in order to know the truth. She said if he did so, that the truth he knew would be more complete than that of the rest of the world combined, for many people had left their dreams in a hidden place. Handrick agreed and reached in with his right hand. He gathered the dreams inside into a ball, but when he tried to pull out his hand, it just got pulled in deeper. He pulled and pulled and fought against Aning for days. While this was happening, Đåk’fölg’gn’nß was slaying the Hethish gods and stealing their power. His task done, Đåk’fölg’gn’nß returned to find Handrick caught inside Aning. Đåk’fölg’gn’nß grabbed onto Handrick’s arm and ripped it apart from the bicep down. Handrick screamed at her treachery, and she cackled in response and told him the dreams were all still in his hand, but his hand was stuck in the world of dreaming along with them. His vision swam and his world changed; he saw all things through a dream. He saw that Đåk’fölg’gn’nß had made good his promise; with all the other gods dead, Handrick would now be solely responsible for winning the Twenty-Sided War for the forces of good. Handrick then went from army to army and told them to stop the fighting. With the gods all dead there was little reason to continue the war and so it ended.
Handrick became a god of good and freedom, but was forced to change in other ways. Knowing all things, he knew that evil would always rise again and that in life there are innumerable sorrows. He decided it was best not to share his knowledge with others and that he would continue to take responsibility for keeping the world a good and safe place. He is often hard to understand—even for his followers—as he is constantly in a state of dreaming, and perceives the world as such. He often relies on Altrean to help keep things orderly and on-track. He rewards people for being good and respecting each others’ rights and freedoms. He also blesses nobles who care more for their people than their own personal wealth. Signs of his blessings manifest as dreams that remind people where lost items can be found, as luckily bumping into old friends, or as the “holy madness” that lets his followers ignore pain while dying or in battle. Signs of his displeasure manifest as strange horrifying visions, random chance working against you, and in extreme cases the loss of all possessions and status in the world.
The Church of the Secret Truth is also known as the White Temple. The clergy are known as Linkers, as they promote the ideas that all sapient creatures are links in the chain of creation and that they should all work together for the betterment of all. To this end, they dedicate a great deal of their time to outreach and charity work. Linkers preach that true happiness can be found by emulating Handrick and living in the areas between dream and reality. The White Temple therefore offers pilgrims a variety of mind-altering substances, from simple drugs to complex spells. Linkers care for people as they go on “spirit quests” and regulate how much time people are allowed to spend questing. They teach that, although knowledge is gained on a spirit quest, it’s meant to be applied in the real world.
Handrick is also a god of chance, so the White Temple serves as a gambling hall where games of chance may be played for all sorts of stakes. The Linkers also keep a watchful eye on the attendees of the games, and if they find that a person is gambling away their family’s future they will step in and stop them. Repeat offenders are usually banned from the White Temple game rooms and many have a geas placed on them that prevents them from gambling even in other locales.
The proceeds from the gambling and drug sales go to fund the White Temple’s charity work. Linkers travel the lands of Eqtis, dispensing care to the needy in many forms. They provide food for the hungry, healing salves for the ill, and provide funds for rebuilding in times of natural disaster. Linkers take no sides in war, and will often during war-time walk the battlefields unassailed, healing the injured. This has occasionally led to generals trying to keep the Linkers away so that their enemies cannot be healed, which always leads to random chance causing the battle to turn against their favour. It’s considered good luck to run into a Linker on the road and bad luck if you cause one harm. If a Linker heals you on a battlefield, it almost certainly means you are destined to bring about good deeds.
Dreaming of the Real