Ni-she’wa

Kull (Kuh ool)
High Slavemaster, The Conqueror of Cattle, He Of The Lash
Symbol: A locked shackle
Alignment: Lawful Evil
Portfolio: Slavery, subjugation
Domains: Law, Slavery*, Strength
Favored Weapon: Whip

* new domain; see below

Throughout the long history of Eckor, slavery has been common across many nations and races.  It’s a fact of life in many of the untamed places, but even among some of the civilized nations of the world, slavery is still an accepted institution.  In these places, the slaver god Kull is venerated in a religion called Ni-she’wa.

Dogma
The strong rule over the weak with an iron hand. This is the natural order. Equal coexistence drags the strong down to the same level as the weak and makes them weak as well. The weak exist to serve the desires of the strong.  Kull is the slavemaster of all, and all do his bidding. He represents oppression and the subjugation of the weak. Homage is paid to Kull every time a slave is punished as an example to others, every time a spirit is broken and every time the strong subjugate those weaker than themselves.

Temples and Clergy
There are no temples dedicated to Kull. Even in the desert nations, where slavery has been quite possibly perfected as an art, Kull is not an exceptionally popular deity. This does not bother the few clerics who have devoted themselves to his service. They see every slave trader as a disciple, every marketplace as a shrine, pleasing to their god. In the aftermath of a battle, they evangelize the rightness of subjugating the captured enemy under the strong lash of their conquerors.

Not every person for whom slaves are stock-in-trade is dedicated to Kull, but many give him at least lip service.  Clerics actually dedicated to Kull are as rare as they are varied.  They hail from every race and wear no common uniform to mark them, but almost all of them proudly carry fine whips and generally have several slaves serving their every whim. 

Slavery Domain

Granted Power: You gain the Exotic Weapon Proficiency (whip) feat. Additionally, you may rebuke or command slaves* as you would undead. This granted power is a supernatural ability.
Add Intimidate to your list of cleric class skills.

Slavery Domain Spells
1 Cause Fear:
One creature of 5 HD or less flees for 1d4 rounds.
2 Enthrall:
Captivates all within 100 ft. + 10 ft./level.
3 Hold Person:
Paralyzes one humanoid for 1 round/level.
4 Dominate Person:
Controls humanoid telepathically.
5 Mass Subjection:
As suggestion, plus one subject/level.
6 Mass Charm Monster:
As charm monster, but all within 30 ft.
7 Forcecage:
Cube or cage of force imprisons all inside.
8 Trap The Soul:
Imprisons subject within gem.
9 Dominate Monster:
As dominate person, but any creature.

*The slave must either be in captivity or must be in the process of escaping or rebelling. Once successfully escaped to established safety, a slave is free and many not be rebuked or commanded.