If you have visited the city, then you know that the pillars that rise up out of the Cambio Delve - those that the city of Werms is built upon - are constantly enshrouded in banks and banks of fluffy white clouds.
This, alchemists will tell us, has to do with the difference between the temperature and conditions of the airs that blow down out of the Destriel Mountains across the opening of the Delve, and the conditions of the rising airs that come up out of the abyssal depths of the Delve. An explanation that only matters to an alchemist, I know, but that is what it is.
Each pillar has its own name, of long tradition in the history of the ancient city, and some are known for certain structures that mark them as landscapes. Common features among many of the pillars are the irregular shape of their topmost tips - although the Westron builders have tamed that through building up stone structures in different layers, and at different heights, still the streets among those structures are very "hilly" in nature. On almost all of the pillars (the only exceptions being The Spire and Ancro Pillar) there is some natural water source. Some of these were natural, and others have been created through the centuries, by magical means. Much of the foodstuffs of the city, however, are grown in the pastoral lands in the rolling hills surrounding the Delve. Below are some brief descriptions of the different pillars.
A. Eindar Pillar - Eindar Pillar suffers somewhat in beauty and spendor because it is right next to the Mound of Etro. It is home to several notable sectors of town, including some noble villas, a number of highly skilled smiths (silver smiths, gold smiths, etc), and houses the main Aery of the City Guard Gryphons. Eindar Pillar has stone bridges connecting it to Learan Rock (B) and also the Mound of Etro (G). The abandoned lower city structure on Eindar Pillar is some of the oldest in the city, barring the Globe Keep on the Mound of Etro, and there are layers and layers of city buried underneath some. Much of the original layer consisted of villas owned by the leading equestrian families that served Baron Ap Etro. Among them was the famous Harmalan family. The ruined Harmalan villa is the location of the web-lair of Ostigaar.
B. Learan Rock - Learan Rock is home to many wealthy residences. Few businesses are here, other than personal service businesses (tailors, haberdashers, furriers, bath houses, and similar, but fewer than supposed because many households have their own skilled servants).
C. Pili Ronser - Pili Ronser is one of the few stone abutments that were originally settled by the Lass Indol people that traveled with Baron Ap Etro when they settled the city. They strong influence of these people is the reason for the Cathedral of Frigia Nor being here in Werms, and it is located on Pili Ronser. Pili, by the way, is a Lass Indol word meaning speartip. Pili Ronser is connected by stone bridges to Morning Glow (F) and Learan Rock (B). The Cathedral, is called Skyhome, and features a number of high soaring towers, with bronze exteriors, that shine brightly in the sun, when it fingers between the clouds.
D. Pili Timro - The two civic institutions that the Baron is most proud of are located here, along with much housing for artisans and craftsmen. The first institution is a school for the children of the "middle classes". In a Westron style city, that means the children of skilled labor, guild members, and merchants. It is simply called the Academy. Outside the Barony, it is referred to as the Werms Academy. It is one of a few such in the whole Valley, but a few hundred years back, Baron Hio Ap Yelton ("The Scribbling Baron") thought the Barony would benefit from widespread literacy.
The second such institution is the Baronial Preserve. This is a sort of public park, where all sorts of exotic animals and captured monsters and odd foreign people are kept on display.
E. Avin Rock - This is the location of many of the professional guilds (other than the Alchemists Guild, which in Werms is rather small, but is also isolated on Aster Height). One of the more notable guilds is the Fellowship of the Shield (a fighters and mercenaries guild). The horses, servants,and squires of the Baron's knights are also found here, and there is a rivalry between the royal men at arms and the sell-swords and bravos of the Fellowship. The Baronial knights maintain a very large stable compound across the stone bridges on the surrounding countryside. Only the horses of senior knights are permitted on the Rock. Needless to say, other than frequent (but rarely deadly) duels between the royal knights and the sell-swords, there are also ongoing rivalries with the city guard, and especially the gryphon riders. The knights consider them common soldiery.
F. Morning Glow - Location of many of the wealthiest villas and estates. The private residence of many professionals is located on Morning Glow. The name comes from the veins of exposed metal in the stone of the pillar (dwarves believe it is a form of "goblyn gold" that shines but is worthless) that shine so brightly in the sunrise.
G. Mound of Etro - This is the location of the Globe Keep - the capital building of the city, and also the seat of power for the Barony of Werms. Bridges exist between the Mound of Etro and Eindar Pillar (A), Pili Ontoom (H), the Pillar of E'Dlum (L) and The Spire (M).
H. Pili Ontoom - In addition to many artisans and craftsmen making their home on Pili Ontoom, it is also the location of a small Monastery. It is a mixed gender monastery dedicated to St. Gianna.
K. Toan Rock - The Hospital of Allumes is located on Toan Rock, as are a number of herb and spice merchants. Many of the herb merchants own walled villas here, and the smells of their herb gardens fill the air of the whole Rock. Allumes Hospital is run by an order of sisters of St. Lilliane, and Paladins of the Brotherhood of the Sword (Sword Brothers, as no other titles or rank is recognized in that order). The Sword Brothers are not permanently attached to the hospital, but in their questing across the North of the Darkearth Plains, they check in at the hospital at least annually when possible.
L. Pillar of E'Dlum - This is the location of the Cloudhome Cathedral (the main cathedral of the Order of St. Leiathar, of the Nadene branch of the Westron church), as well as a number of private villas, and some very high end specialist businesses (poetry tutors, specialist jewelers, etc). There are stone bridges connecting the Pillar of E'Dlum with the Mound of Etro (G), Toan Rock (K), and Tuvril Quarry (P). Some of the wealthier and more selectives of E'Dlum work very hard to keep the market on the Tuvril Quarry bridge shut down as much as possible, and they discourage visitors from that pillar, since they have a dim memory of when it was a working rock quarry.
M. The Spire - The Spire is named not so much for the pillar itself, but for the curious structure that arises from it's top surface. It is a very tall (180') very large (60' diameter) pillar of marble. Approximately every 30' or so, moving up the pillar, are large porticos wrapping around (always exactly) half of the pillar, and extending out 60' into space with no visible means of support, but apparently of the same marble as the pillar. There are no stairs or carved ladders between these layers, but there are stone railings around the outer edge of each porch. The top is topped with a massive platform, a full 180' across and surrounded by the same 4' high railing as the other layers. It existed when the city was formed, and space on the 'spire' quickly became a very prestigious premium. Today it serves as home to visiting dignitaries from other cities, churches, and magical schools.
N. Stomal Rock - Any visitor to Stomal is completely aware of two things immediately.
First are the artificial platforms surrounding the outskirts of the pillar. These house row after row of giant bee hives, tended by a number of stone golems. The walls of the pillar, reaching down as far as light can travel, are covered with a family of differing flowering vines called "The flowers of the Moons". The do blossom in three distinct types - white, red, and golden - correlating to the three moon Goddesses, daughters of Magenta. All three produce blossoms of a gargantuan size, and enough to satisfy the giant bees. The golems are controlled by a number of magic using merchants who sell the products of the bees (honey and wax).
The second noticeable item immediately apparent on visiting Stomal rock are the number of layers of city that have been covered over. And from exposed vents and shafts from the older parts, trails of smoke indicate that they are still occupied by hundreds of peasant families.
P. Tuvril Quarry - The quarry is so named because it is made of several types of very hard stone, including granite and marble, that were exposed on the top surface of the pillar when the city was settled, and for hundreds of years lay open as a baronial quarry. Eventually, the space was needed, and the mining and quarrying operations began to dig deep down shafts into the pillar, as layers of stone city structure was built overhead. In digging down, the miners uncovered veins of rich metals and also several cave systems, some inhabited.
Q. Den Kar Pillar - The second highest pillar, after the Mound of Etro, Den Kar is a home for wealthy residents on the surface, and progressively poorer laborers and peasants in the lower levels. A number of those residences belong to wizards and sorcerers, and feature tall towers rising up above the walled residences themselves.
R. Ditro Pillar - Other than the many market stalls and open bazaars that line the stone bridges between pillars, the open market at Ditro is the largest area given over to trade and mercantilism in the city. Located because of the Western Gate, all other stone bridges leading from Ditro (to Den Kar) are heavily guarded and feature stout gate houses. Outsiders from the surrounding countryside are frequently seen in Ditro. The lower levels of this part of the city are full of all manner of criminals, even though they make practice their crimes throughout the city. In fact, the thieves and assassins guild pretty much make sure no crimes are committed in Ditro against citizens of Werms, as sort of an unspoken truce with the city guard.
S. Aster Height - This isolated pillar is the home of the small, but active guild of Alchemists. The Alchemists and their guests travel back and forth to the heights via means of potion and other magical devices. There is an uneasy peace between the Alchemists and the city guard, as the guild maintains a colony of pseudo dragons here on the pillar, and occasionally the gryphons belonging to the city guard will eat an unsuspecting young pseudo dragon just learning to fly. Repercussions are frequently out of proportion, but the guild members are fond of their little draconian pets.
T. Usal Rock - While this pillar is mostly uninhabited, and undeveloped, it is used as a training field for the city guard, especially the gryphon riders. There are some crude barracks and stables constructed here, but almost all consumable needs (water, food, etc) need to be brought by the troops when they come for periods of training.
U. Ancro Pillar - This pillar sat empty for the first 200 years of the city's history, but eventually Ancro the Summoner came and established the magical school of conjuration and summoning, called the "Demesne of Planar Knowledge and Magical Petitioning". This pillar, and the school, in contrast to the remainder of the city, are always surrounding by swirling black clouds. The remainder of the pillar, aside from the school of magic, is given over to feudal peasants that serve the school, tending little patches of gardens and penned animals. The small number of craftsmen that are required to support the activities of the school are also here.
Showing posts with label St. Leiathar. Show all posts
Showing posts with label St. Leiathar. Show all posts
Jul 7, 2012
Jul 3, 2012
Werms - Northern City in the Clouds
Okay, Khomaes is done (for now). There is (of course) Loads more stuff that can be done, not least of all would be relying on the excellent Midkemia Press product, "Cities" to flesh out lists of businesses etc that populate the city, and maybe do some custom encounter tables. But perhaps later.
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
One of the curious features of Werms is that it is home to the magical school of conjuration and summoning. Under the current grand master tutelage of "Yazeed the Traveler", this magical school is in the form of a tall, slender, black castle, with 14 high turreted towers, on its own abutment, some way to the south of the main parts of the city, and not connected to any other abutment or the main land by stone bridge. It is always surrounded by dark, black clouds, which seem to swirl around, and among, the tall towers. The school is properly named the "Demesne of Planar Knowledge and Magical Petitioning".
Another feature worth commenting on is that Werms is the location of Cloudhome Cathedral, the center of worship for St. Leiathar, the patron saint of weather and the clouds. This powerful saint, part of the branch of the Westroner Church dedicated to the goddess Nadene, would seem a natural to be venerated within a city known as the City of Clouds. Cloudhome is an interesting cathedral, it is built on its own abutment, and consists of tall slender towers, and chambers, all made of metal, and connected to each other with thin spanning flying bridges. It was once suggested that the structure be finished in gleaming brass, in honor of the legendary city of brass (itself said to be located among the clouds), however in honor of the brass roof of Globe Keep, the outside of Cloudhome was instead covered in electrum.
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
| Globe Keep - at the center of Werms |
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
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| View of Werms, as approached from the surrounding Baronial lands. |
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
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| Stone Buildings of Werms - connected by Stone Bridges |
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| Demesne of Planer Knowledge and Magical Petitioning |
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| Cloudhome - Electrum towers of the Cathedral of St. Leithar |
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
Dec 27, 2010
Specialty Priests of the Westron Church (part 1)
The many various orders and chapters of the Westron Church each have their own specialty priests (for a list, see this post), available for Human player character use - here are the important stats.
First the goddess of Fertility (one of the three that the Westron Church is based on), as well as her affiliated demigods and saints.
Nadene - goddess of Fertility
First the goddess of Fertility (one of the three that the Westron Church is based on), as well as her affiliated demigods and saints.
Nadene - goddess of Fertility
- Priest's Alignment: Neutral or Neutral Good
- Minimum Abilities: Wisdom 12, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Herbalism (Required). NWP groups - Priest, General. No weapons required.
- Weapons and Armor: Weapons Permitted: Javelin, polearm, spear. Armor Permitted: Hide armor and leather armor (normal or magical), all non-metal shields.
- Restrictions: Priests of Nadene must be married.
- Major Spheres: All, Healing, Necromantic, Plant, Summoning.
- Minor Spheres: Animal, Charm, Creation, Divination, Protection, Weather.
- Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Incite Berserker Rage (A willing warrior may be incited at most 1 time per day. It takes 1 round for the priest to incite the warrior. Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him. Once he leaves, he chooses whether or not to emerge from the rage); May choose one of the following animals which which the priest may communicate (not control, just talk to): Cattle, goats, horses, rabbits, sheep or snakes.
- Symbol: The symbol of Nadene is a Pine Cone.
- Priest's Alignment: True Neutral
- Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Religion (required). NWP groups - Priest, General. No weapons required.
- Weapons and Armor: Weapons Permitted: Dagger/dirk, knife, scythe, sickle. Armor Permitted: All non-metal armor; no shields.
- Restrictions: Priests may not eat animal flesh - they are vegetarian.
- Major Spheres: All, Divination, Healing, Necromantic (Special Note: These priests cannot use resurrection spell; they use reincarnate instead), Plant, Summoning, Weather.
- Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
- Powers: Incite Berserker Rage (A willing warrior may be incited at most 1 time per day. It takes 1 round for the priest to incite the warrior. Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him. Once he leaves, he chooses whether or not to emerge from the rage); Turn Undead (same as a Cleric in PHB)
- Symbol: Braided Circle.
- Priest's Alignment: Neutral Good or True Neutral.
- Minimum Abilities: Wisdom 9, Charisma 13. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Animal Handling (Required). No weapons required. NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Bill, cestus, club, dagger/dirk, knife, mace, main-gauche, stiletto, swords (all), warhammer. Armor Permitted: all non-metal armor; no shields.
- Restrictions: None.
- Major Spheres: All, Animal, Charm, Divination, Protection.
- Minor Spheres: Combat, Creation, Healing, Plant.
- Powers: Identification of any Natural monster or animal; Speak with 3 specific types of animals (priest chooses, 1 bird, 1 mammal, and 1 fish or reptile; Soothing Word for Natural monsters or animals 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Shapechanging at level 5 (as per the Druid's power from the PHB - same animals the Priest may speak to)
- Symbol: Salmon
- The Stone of Life - Great Cathedral of St. Horace, is located at Ungams.
- A number of different Ranger Hermitages exist throughout the valley, that are associated with St. Horace, who's clerics have an affinity for both Human and Elven Rangers. The original, is the site of the Eagles of Jazzan.
- Worshiper's Alignment: Chaotic Good, Neutral Good, Lawful Good.
- Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Healing (required). No weapons required. NWPs allowed: Priest, General.
- Weapons and Armor: Lasso, net. Armor Permitted: None; no shields.
- Restrictions: None.
- Major Spheres: All, Astral, Charm, Creation, Elemental, Healing, Protection, Summoning, Sun.
- Minor Spheres: Animal, Combat, Divination, Guardian, Necromantic.
- Powers: Turn Undead (as per Cleric in PHB)
- Symbol: Circle with a dot in it, off center
- Priests's Alignment: True Neutral or Neutral Good
- Minimum Abilities: Wisdom 10, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: Weather Sense (required). No weapons required. NWPs allowed: Priest, General.
- Weapons and Armor: Battle axe, bows (all), club, hand/throwing axe, javelin, spear, warhammer. Armor Permitted: All non-metal armor, all shields.
- Restrictions: None
- Major Spheres: All, Astral, Elemental (the priest can only use spells with the words Water, Air, and Wind in their names, and the spell chariot of Sustarre ), Protection, Weather.
- Minor Spheres: Combat, Divination, Plant, Sun.
- Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level).
- Symbol: Cloud.
- Cloudhome Cathedral in Werms.
- Priest's Alignment: Neutral Good, or True Neutral.
- Minimum Abilities: Wisdom 9, Strength 15. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: Endurance (Required). No weapons required. NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Battle axe, cestus, club, mace, maul, morning star, picks (all), polearm, sword/two-handed, warhammer. Armor Permitted: All armor and shields.
- Major Spheres: All, Combat, Healing.
- Minor Spheres: Elemental, Necromantic.
- Powers: Immune to life draining and paralysis from undead, also to chill touch, energy drain, enervation, ray of enfeeblement, and vampiric touch; Turn Undead (as per Cleric in PHB); Incite Berserker Rage at 5th level; Inspire Fear (2x per day, as per Wizard spell of 4th level) at 8th level.
- Symbol: Mountain.
- The Cathedral of Earthroot is located in the City of Shadows, capitol of Henn.
- Priest's Alignment: Neutral Good, or True Neutral.
- Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: Firebuilding (required). No Weapons required. NWPs allowed: Priest, General, Wizard.
- Weapons and Armor: Bill, dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All metal armor, all metal shields.
- Restrictions: None.
- Major Spheres: All, Elemental (the priest may only use the spells whose names include the words Fire, Flame, Heat, Pyrotechnics, and the spell Chariot of Sustarre), Sun.
- Minor Spheres: Charm, Divination, Healing, Necromantic, Protection, Weather.
- Powers: Pass Unharmed through any wall of fire spell; Immune - +2 saving throw vs. priest spells of Elemental sphere, and all wizard spells of Evocation and Alteration with the words fire, burning, flaming, pyrotechnics, and incendiary in the title.
- Symbol: Lantern
- Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good
- Minimum Abilities: Wisdom 13, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: Artistic Ability (choose one) (required). No weapons required. NWPs allowed: Priest and General.
- Weapons and Armor: Bows (all) are the only weapon allowed. No armor or shields allowed.
- Restrictions: Priests in the order of St. Ellain receive D6 for hit dice, rather than D8.
- Major Spheres: All, Astral, Creation, Divination, Elemental, Plant, Protection, Sun.
- Minor Spheres: Healing, Necromantic.
- Powers: Identification of and Immunity vs. certain spells. Because of the priest's superior insight into creativity and art, he is Immune (receives an automatically-successful saving throw) to all first-level wizard Illusion spells for which a saving throw is possible, and gets a +2 saving throw vs. all other Illusion spells for which a saving throw is possible (he can't make a saving throw against someone else's invisibility, for instance).
- Symbol: Quill
- Ramee Tower Cathedral - Khomaes
- Priest's Alignment:True Neutral or Neutral Good.
- Minimum Abilities: Wisdom 12, Charisma 10. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Navigation (Required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, javelin, mace, maul, polearm, quarterstaff, spear, trident. Armor Permitted: All non-metal armor and all shields.
- Restrictions: None.
- Major Spheres: All, Charm, Divination, Protection, Sun.
- Minor Spheres: Elemental, Guardian, Necromantic, Plant.
- Powers: Receive a new Language once per level, until level 8; Soothing Word (3x a day can remove a Fear spell or calm down people or monsters up to 2x the priests level), Charm/Fascination (works as 3rd level Wizard spell) at 8th level.
- Symbol: Walking stick.
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