Showing posts with label priests. Show all posts
Showing posts with label priests. Show all posts

Jan 12, 2011

The Order of Saint Kelvin

 St. Kelvin was a priest of Magenta who, in the late 6th century, made the proclamation that knowledge and strength can come from the magic in the sun, as well as the magic that Magenta's daughters had in the three moons.

At the time this was very unpopular, because of the early attempts at city building south of the Great River, and the clashes that the migrating population had there when dealing with the Sun King tribes.  However, St. Kelvin (who at the time, was only Padre Kelvin of Kennidor) perfected a limited system of prophetic seeing based on the magic of the sun, and also researched a great deal of magic having to do with light.  Soon, this began to win over the opinion of peoples, who also understood the diabolical nature of Photoss and the relationship he had with the Sun King Tribes.

Before his death in 603, Padre Kelvin oversaw the building of the first Temple of Light, southwest of the Barony of Ungems, along the edge of the Nell Nod Forest.  This was a marvelous structure, and Kelvin and his followers were aided by the Wood Elves of the Nell Nod, who helped them with the earliest construction of crystalline architecture.  The Temple still stands, and an academic/religious town has grown up around it, as the center of what would later become the Order of St. Kelvin.  It is a lovely temple, built of white marble, but with the upper walls and portions of the domed ceiling made of crystals, so that the light shines in and splits into a hundred different dancing colors.

Priests in the order are split into two groups - the Light Holders (who stay at the many temples built in the wilderness by the order, across the valley), and the Light Bringers.  The Light Holder Temples are known as great spots of healing, peace, and prophecy.  The Light Bringer Stations are located throughout the valley on roads where there are no taverns or other resting areas.  They are left as open shelters, but often will have one or more traveling members of the clergy or lay members of the order.

The Order wears light blue colored tunics (over either skirts or pants, usually of white or tan, but not proscribed by the order), with a golden sun on the chest, and seven rays coming out in all directions.  Light Bringers wear a crystal on a necklace around their neck, and Light Holders wear a gold rimmed round glass around their neck.

Spells available to the order are from the spheres of All, Charm, Divination, Healing, Sun; they also have minor access to the spheres of Animal, Creation, Necromantic, Plant.

The order frequently welcomes Elves and Half Elves into its clergy.

The abilities taught to priests of the order include:
  • The ability to see as if with Infravision (out to 60').  Elves in the order have their Infravision improved to 120'.
  • The priests may Turn Undead.
  • Laying on hands, healing 2 points per level, per day.
  • Charm/Fascination - 1 time per day, works as the wizard spell Suggestion, but not usable in combat.
  • Prophecy - 1 time per day, requires a 10 minute trance of meditation/concentration, and then 1 question may be asked of the DM.
  • Light Holders may cast the "Light" spell 1x per day for free, in addition to other spells.
  • Light Bringers receive a +1 to hit with ranged weapons, if used outdoors during daylight.
Light Bringers may wear non-metal armor.  Light Holders wear no armor.  Neither branch uses shields.

Both types of priests may employ the Dagger, Dart and Spear.  In addition, Light Bringers may also employ the Javelin, Crossbows, Bows, Knife and Sling.

Jan 11, 2011

The Order of Brother Rudiger

Brother Rudiger was an early priest who venerated the goddess of agriculture, Corrise.  He was chiefly concerned, however, with the early communities of farmers that were beginning to spread out from the Baronial castles and their immediate protection, as Westroners spread throughout the northern part of the Valley in the 4th century after they migrated in from the West.  Eventually, in year 487, Rudiger died, and a group of his followers constructed a small chapel in a nondescript sheep hamlet (with no name) west of the Barony of Botts (but east of the Shadow Woods).

As farming communities grew, and villagers needed advice on building stronger stone buildings (to withstand years of the elements, and also attacks of the more dangerous denizens of the Valley) they would frequently consult members of the order, who would share the knowledge that Brother Rudiger developed in that regard (building and community design).  Soon the demand caused the small order to begin spreading, and building its hallmark small stone chapels across the land, in many small hamlets and thorpes.  A sub-order of itinerant monastics began as the Traveling Brothers, and then these spun a group of  nuns as the Traveling Sisters.  The small chapels are run by Community Vicars, and they will sometimes take up a vow of traveling over several years both to spread information about their own community, and to learn about other communities.  There is a somewhat military arm of the Order known as the Hearthguard which consists of fighters who have taken vows of service (always only for a few years) as well as the priests of the order the Guardians of the Hearth (most player character members of the order would be of this group).

One of the main things outstanding about the Order of Brother Rudiger is the fact that it sponsors an order of knighthood, consisting of both commanders of the Hearthguard and also Paladins known as the Knights of the Hearth.  These are covered elsewhere in the writeup on Paladins, but some words are worth covering here.  The Knights of the Hearth do not wear a specific livery of the order (with the exception of sometimes the symbol of a knotted golden rope on their shield or breast), but instead adopt simple two colored dress, and adorn their weapons, mount, and armor with favors.  These favors are collected at villages they visit in their pursuit of justice and chivalry.

Community Vicars, Traveling Brothers and Traveling Sisters (as well as Guardians of the Hearth) will appear in public only when dressed in their priestly raiment.  That consists of simple brown robes (sometimes hooded, or not, according to the clime) tied with a golden knotted rope.  Guardians of the Hearth may wear any armor, but it must be worn either under their robes, or with their robes still evident underneath the armor (so no full plate mail).  If they employ shields while questing or defending a village, it should be a plain design, of a single color, with a golden knot as the only charge.

Spells available to priests of the order can come from the spheres of All, Creation and Healing.  There is also minor access to the spheres of Combat and Protection.

Guardians of the Hearth are also taught techniques to incite fighters into a 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).

All priests can share a Soothing Word three times per day.  This can function either to remove the effects of a Fear spell or effect, or it can calm the reaction of animals or monsters, of hit dice up to twice the level of the Priest.

All priests also have the ability to turn undead creatures.

Priests of the order must have the NWP "Local History" of the community where they serve.

All sorts of armor and shields are available to Guardians of the Hearth.  Weapons include dagers, dirks, flails, and the morningstar. The last two are preferred.

Dec 28, 2010

Specialty Priests of the Westron Church (part 3)

These are the priests affiliated with the Goddess of Agriculture, Corrise.

Corrise - Goddess of Agriculture
  • Priest's Alignment: Neutral Good
  • Minimum Abilities: Wisdom 11, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
  • NWP and WPN Prof: Agriculture (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Divination, Plant, and Summoning (can only use wall of thorns , weather summoning , and creeping doom from this sphere).
  • Minor Spheres: Animal, Healing, Protection, Sun, and Weather.
  • Powers: Identification A priest of Corrise can examine any normal (non-magical) plant and determine if it is healthy, if not what is wrong with it, where it naturally grows, etc; Create Food and Water (Priest can cast this once per day, for free); Immune to any food poisoning from vegetable source; Heroes' Feast - at 8th Level can cast this once per day.
  • Symbol: Sheaf of Wheat
Green Man - Demigod of Vegetation and Plants, husband of Corrise
  • Priest's Alignment: True Neutral, Neutral Good, or Lawful Neutral
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Herbalism (required). Sickle Weapon required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
  • Restrictions: May not wear Leather or Furs in their clothing.
  • Major Spheres: All, Divination, Healing, Plant, Protection, Summoning, Weather.
  • Minor Spheres: Combat, Creation, Guardian, Necromantic, Sun.
  • Powers: Identify any plant (magical or non-magical) perfectly; Pass through Overgrowth (as per Druid, but at 1st level).
  • Symbol: Oak Leaf and Acorn.
Saint Ermo - Patron Saint of the Earth and Building
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 12. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Required one of (Mining, Stonemasonry). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer. Armor Permitted: All non-magical non-metal armor, all non-magical non-metal shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Elemental (the priest may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood ), Plant, Summoning.
  • Minor Spheres: Animal, Divination, Healing, Protection.
  • Powers: Immune to all Snake venoms (+3 to saving throw); Detect grade or slope as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice); Determine approximate depth underground as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice).
  • Symbol: Stone.
  • Homehall Cathedral, in Gorrem
  • Monastery - Harmonious Reflectory of Order in Octorix, Barony of Henn
Brother Rudiger - Patron Saint of Home and Community- detailed writeup here.
  • Priest's Alignment: Any non-evil alignment.
  • Minimum Abilities: Wisdom 10, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Local History (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger/Dirk, Knife, Flails (both), Morningstar. All armors and shields allowed.
  • Restrictions: Priests of the order of Brother Rudiger must always wear vestments indicating their priestly status.
  • Major Spheres: All, Creation, Healing.
  • Minor Spheres: Combat, Protection.
  • 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); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB);
  • Symbol: Knotted golden rope.
Saint Lilliane - Patron Saint of Orphans and the Dispossessed
  • Priest's Alignment: Neutral Good, Lawful Good, Lawful Neutral.
  • Minimum Abilities: Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All armor, all shields.
  • Restrictions: May never turn away an individual looking for hospitality.
  • Major Spheres: All, Charm, Healing.
  • Minor Spheres: Combat, Creation, Divination, Protection.
  • Powers: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Laying on Hands (as per Paladin in PHB)
  • Symbol: Open Hands.
  • Tolbe Cathedral - in Botts (also known as the Orphans' Cathedral)
Saint Varina - Patron Saint of Vineyards and Wine
  • Priest's Alignment: Neutral Good, Chaotic Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Brewing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, scythe, sickle. Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Elemental, Plant, Protection.
  • Minor Spheres: Divination, Healing, Sun, Weather.
  • Powers: Immune to the effects of Alcohol; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Constitution raised to 18 at level 8.
  • Symbol: Bunch of Grapes.
Saint Norena - Patron Saint of Fire and Comfort
  • Priest's Alignment: Neutral Good, Chaotic Good, 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: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Immune to fire and heat attacks (+2 to saving throw); Create Food and Water once per day.
  • Symbol: Cooking Fire.
  • Appuco Fast cathedral - Khomaes
Olimo Vis - Demigoddess of Autumn and the Harvest
  • Priest's Alignment: Lawful Good, Chaotic Good, Neutral Good.
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Plant, Summoning, Weather.
  • Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
  • Powers: Immunity (automatic successful save) vs. all priest spells of the Elemental Sphere, and wizard spells with coldness and/or heat in their name; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level).
  • Symbol: Leaf.
Elongar Suu - Demigoddess of Summer and Growth
  • Priest's Alignment: Neutral Good, Chaotic Good.
  • Minimum Abilities: Wisdom 10, Dexterity 10. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), Club, quarterstaff, scythe, sickle. Armor Permitted: All armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Animal, Healing, Plant, Weather.
  • Minor Spheres: Divination, Guardian, Protection, Summoning.
  • Powers: Identification of the time of day, whenever outside; Turn Undead (as per Cleric in PHB);
  • Symbol: Tree.
Neuvirra Oss - Demigoddess of Spring and the Planting
  • Priest's Alignment: True Neutral, Neutral Good.
  • Minimum Abilities: Wisdom 10, Strength 10. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Club, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Combat, Plant.
  • Minor Spheres: Divination, Healing, Weather.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Turn Undead (as per Cleric in PHB).
  • Symbol: Sapling.
Frigia Nor - Demigoddess of Winter and Feasting
  • Priest's Alignment: Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 10, Constitution 10. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
  • NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
  • Restrictions: None.
  • Major Spheres: All, Creation, Elemental, Protection, Weather.
  • Minor Spheres: Animal, Divination, Healing, Plant.
  • Powers: Create Food and Water (once per day); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level);
  • Symbol: Bare tree.
  • Sky Cathedral in Werms.

Specialty Priests of the Westron Church (part 2)

This second installment (of three) concerns itself with the goddess of magic, Magenta, and her affiliated demigods and saints.  The goddess has a lover, Kostamus (the demigod of Sunlight), with whom she has had three daughters - the three Moons (Poritia Nove, Veltin Crimsea, and Argina Lustar).  This is curious, as it is the only option for Evil priests in the church (Veltin Crimsea, the demigoddess of the Red Moon has a strain of wickedness running through her personality).

Also listed here are the two twins, Noxecatt and Dralizar - demigods both, but definitely not part of the Westron Church!  They are listed here because of their origin, it is said (by myth) that they were fathered by the prince of devils Baxilar in a treacherous affair he had with Magenta in her youth.


Magenta - goddess of Magic
  • Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
  • Minimum Abilities: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Spellcraft (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. Armor Permitted: None; no shields.
  • Restrictions: Priests of Magenta receive d4 hit dice, rather than d8 hit dice.
  • Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning.
  • Minor Spheres: Animal, Guardian, Necromantic, Plant, Sun, Weather.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level); Languages (Learn one new language per level, up to 8th level. This may be of a sentient species or of a plant or animal.); Turn Undead (as per Cleric in PHB); Infravision at 3rd level (60', or 120' if the priest already has infravision); Shapechanging at 8th level (as per the Druid in PHB).
  • Symbol: Bowl with a flame above it.
Kostamus - demigod of sunlight, Lover of Magenta
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, spear. Armor Permitted: All metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Sun.
  • Minor Spheres: Charm, Elemental (the priest can only use spells with the words fire, flame, heat, and pyrotechnics in the names), Plant, Protection.
  • Powers: Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Infravision as per Elf (if priest already has Infravision, it becomes 120'); Turn Undead (as per Cleric in PHB); Laying on Hands at 5th level (as per Paladin in PHB); Prophecy at 8th level (as per Saint Gianna, below); Chariot of Sustarre Cast the spell once per day, for free.
  • Symbol: Chariot wheel.
Saint Brigid - patron saint of Healing and the Sick
  • Priest's Alignment: Lawful Good, Neutral Good, Chaotic Good
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, mancatcher, net, quarterstaff. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests of St. Brigid must never appear in public unless wearing the symbol of Saint Brigid. May never attack, only fight in defense.
  • Major Spheres: All, Creation, Divination, Healing, Necromantic, Protection, Summoning.
  • Minor Spheres: Animal, Charm, Guardian, Plant, Sun, Weather.
  • Powers: Immune +2 to all saves versus poisons and disease; Laying on Hands (as per Paladin in PHB); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Identify any disease or poison (at 3rd Level) with an Intelligence check.
  • Symbol: White crook with three red healing berries. Common symbol on clothing livery is the cluster of three red berries.
  • An order of Nuns operate the Hospital of the Pierced Pelican at Haaksen.
Saint Kelvin - patron saint of Light- detailed information can be found Here.
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Direction Sense (Required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Healing, Sun.
  • Minor Spheres: Animal, Creation, Necromantic, Plant.
  • Powers: Infravision as per Elf 60' (if Priest already has Infravision, it doubles to 120'); Turn Undead (as per Cleric in PHB);Laying on Hands at 3rd Level (as per Paladin in PHB); Charm/Fascination at 5th level (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.);
  • Symbol: Sun with rays of light
Saint Gianna - patron saint of Oracles
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger, Knife, Dart. No Armor or Shields permitted.
  • Restrictions: None.
  • Major Spheres: All, Divination, Elemental, Healing, Summoning.
  • Minor Spheres: Charm, Creation, Necromantic, Sun.
  • Powers: Languages (Learn one new language per level, up to 8th level. This may be of any sentient species.); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.).
  • Symbol: Bowl with 1 strand of smoke coming up out of it.
  • Hol Kram, the Cathedral of Starry Wisdom, is located in the city of Na Kram.
Poritia Nove - demigoddess of the White Moon
  • Priest's Alignment: Lawful Good, Neutral Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). No Weapons required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bows (all), dagger/dirk, hand/throwing axe, javelin, knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Healing, Protection.
  • Minor Spheres: Charm, Divination.
  • Powers: Detect Evil (as per spell, 3x per day in addition to other spells); Turn Undead (as per Cleric in PHB); Permanent +1 to hit and damage vs. all Evil foes.
  • Symbol: White Moon on a Black Field.
Veltin Crimsea - demigoddess of the Red Moon
  • Priest's Alignment: Neutral Evil, True Neutral.
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); True Neutral priests can Turn Undead and Neutral Evil priest can Control Undead (as per Cleric in PHB); Shapechanging once per day, can turn into a Bat.
  • Symbol: Red Moon on a Black Field.
Argina Lustar - demigoddess of the Golden Moon
  • Priest's Alignment: Neutral Good, True Neutral
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Navigation (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; any shield that is circular or crescent-shaped.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Healing, Necromantic.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Inspire Fear at 5th level (2x per day, as per Wizard spell of 4th level); Chariot of Sustarre at level 10 Cast the spell once per day, for free
  • Symbol: Golden Moon on a Black Field.
Noxecatt - demigoddess of Underworld and Darkness - NOT actually part of the church
  • Priest's Alignment: Neutral Evil, Lawful Evil
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normall has infravision would have 120'); Control Undead (as per the cleric in PHB)
  • Symbol: White mound with a black portal on it.
Dralizar - demigod of thieves and the night - NOT actually part of the Church
  • Priest's Alignment: Chaotic Neutral, Chaotic Evil.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Disguise (required). No Weapons required; NWPs allowed: Priest, General, Rogue.
  • Weapons and Armor: Blowgun, bows (all), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: Charm, Divination, Protection, Summoning.
  • Minor Spheres: Animal, Elemental, Guardian, Plant.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Shapechanging at 8th level (as per Druid in PHB, but must choose nocturnal animal forms).
  • Symbol: White fox silhouette on a black field.

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
  • 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.
Kyclos - demigod of the Cycle of Life
  • 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.
 St. Horace - patron saint of Animals
  • 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.
Mother Kimber - patron saint of childbirth and children
  • 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
 St. Leiathar - patron saint of Weather
  • 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.
 St. Jaspar - patron saint of Strength and Rocks
  • 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.
 Brother Ian - patron saint of Knowledge and Fire
  • 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
 St. Ellain - patron saint of Art and Water
  • 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
 Sister Silpha - patron saint of Travel and Air
  • 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.

    Wizardry and the Schools of Magic

    Magic in the Valley of the Old Ones works in a true-to-old-school Vance-like manner.  If that means nothing to you then it is simply this - spells are a way to release a specific type of energy (called magic) in a certain form (the spell's effects), and that energy is captured in potential form when the magic user "memorizes" the spell.  Once the spell is cast, then the energy is released, and the spell must be re-memorized in order to cast it again.  Priest and Druid magic is different, in that it is merely released from either the supernatural source, or nature (in the case of Druids), so it need not be memorized in the same manner.

    The magic of Magic Users is known as arcane magic, or simply wizardry.  It falls into a number of different schools, each having to do with a different aspect of magic.  All practitioners, as usual, have access to the school of Lesser Divination (which provides the basic spells req'd for all spellcasters).  Again, this is as per 2nd Ed rules.

    The other 8 schools of magic, however, are all studied and researched at a number of different magical institutions, located in different cities.  This is not to suggest that all of the magic users within a certain barony are of a certain school, only that the master of that school and the chief practitioners are located in a particular city.  It is customary (but by no means universal) that rulers of Baronies will allow magic users to travel across borders, even during times of strife, if they are visiting a particular school and agree to a vow of peace while in the territory.
    • Elder Institute for Necromantic Legerdemain - The school of Necromancy is located in the city of Devrie.  It is a tall, spindly black tower, the dome of which is a huge white skull made of marble.  The grounds around the tower - a large circle of land - are devoid of living things.  The current grand master is Necromancer Malchaumis (male).
    • Eldritch College of Channeling and Shaping - The school of Invocation and Evocation is located in the city of Lynch.  It is a castle, with a number of massive round towers all about it, each of which is topped with a huge brazier that are constantly burning with multi-colored flames.  Head mistress of the college is Shere Shard (human female)
    • Ancient Presagery of Secrets and Mysteries -The school of Greater Diviniation is located in Pellorix.  It is one of the oldest schools of magic in the Valley, being over a thousand years old.  It is a simple manor house on the outside, surrounded by a walled garden.  Inside the house are endless corridors and rooms - some of which are said to stretch on for miles and miles.  The Chief Sage is Ciarra Pickthal (female)
    • Tower of Thaumaturgical Flux - The school of Alteration is located in the city of Scallen.  It is a massive tower, with the foundational layers made all of jade and emerald, but the top stories of which are constantly changing in composition and appearance.  The Key of Alteration (current master of the school) is Mistress Trollencule (female).
    • School for Mastery of the Illusionary Arts - The college of Illusion is located in the city of Ockham.  It appears as a small castle, floating in the air above a perfectly calm pool.  The castle is always different, and none but those within the School know it's true nature.  The head of the School is Pandulf the Magnificent (male).
    • Glamor Hall for Bewitchment and Entrancement - The school of Enchantment and Charm is located in the city of Khomaes.  It is a great walled park, full of flowering plants and trees of all varieties, all year long.  The portal to the halls and chambers of the school (a polished marble and gold arch, with royal purple drapes to be pulled aside) appear somewhere within the park to those who require entrance.  The Queen of Enchantment (head of the school) is Mellisonde (female).
    • Demesne of Planar Knowledge and Magical Petitioning - The school of Conjuration and Summoning is located at Werms.  The school appears as a tall black castle, with lots of looming spires and towers, and is always surrounded by swirling clouds of black and grey fog and smoke.  The current master, sitting the the Throne of Knowledge, is Yazeed the Traveller (male).
    • Grand Lyceum of Abjurative Sorcery - The school of Abjuration is located in the city of Botts.  It is a walled campus of several buildings built upon a shining plaza made out of curious metals from a fallen asteroid. The head of the Lyceum is the Abjurer Glub Nar (male).
    Any character that is a magic user or illusionist, especially a Human or Fey Changelings (half-elf) character, will have studied their basics at the school in question, regardless of their Barony of origin.  A modicum of knowledge about how to travel to the school, and requirements for gaining entrance, are therefore part of the basics that the character knows from their initial training.

    Non human practitioners of magic (chiefly Elves and Gnomes) will often have their own masters.  The major exception are the Gnomes of  both the Oncor Hills and the Uidan Forest, many of which who practice magic take up their training at the School for Illusionary Arts at Ockham.  Some even maintain that the School retains several Gnome Illusionists on its staff.

    Dec 13, 2010

    The Westron Church

    The main sites of human civilization in the Valley are populated by people who migrated into the valley from the west, over a thousand years ago.  Their culture is, collectively, known as the Westroners.  Details of their history or origin before they migrated into the Valley are hazy, at best.

    One of the defining things about the Westroners, is the fact that most of the aspects of their religion come from a single church structure.  That is not to say that it is simple, or monotheistic, but it is all one church.

    The main objects of worship of the Westron Church (as it is known) are three goddesses.  These are Nadene, Magenta, and Corrise.  In addition, there are a few other demigods and demigoddesses, and a large body of saints and scions.

    In tone, it is the equivalent of the Roman Catholic church at the height of its medieval power (say, 13th century, prior to the period of the Avignon Papacy).  It is reigned over by a body of five very high level clerics.  There are three Theurges (which are the high priest or priestess in the service of each of the three goddesses), as well as the Patriarch and the Matriarch.  This body of five, known as the High Office, rule over a complicated bureaucracy that is split into two halves.  There is a Patriarchy, which has a hierarchy of male clerics overseeing the external affairs of the church (military orders, missions, proselytizing orders, etc), and there is a Matriarchy which is composed of female clerics that oversee largely internal affairs (education, ministration orders, charity, finance, etc).  The lead members of each of these two halves of the bureaucracy are the two that sit in the High Office with the three Theurges.

    For Player Characters, the key aspect of the church are the many different orders that they can have Priests or Paladins from.  These are listed here, but will be detailed more later. The organization is related to which of the three goddesses each order is most closely related.  The Paladin orders were detailed in an earlier post, but are recalled again here where appropriate.

    Nadene - goddess of Fertility
    • Kyclos - demigod of the cycle of life, consort of Nadene; Brown Order of Druids
    • St. Horace - patron saint of animals
    • Mother Kimber - patron saint of birth and children
    • St. Leiathar - patron saint of weather
    • St. Jasper - patron saint of strength and rocks
    • Brother Ian - patron saint of knowledge and fire
    • St. Ellain - patron saint of art and water
    • Sister Silpha - patron saint of travel and air
    Magenta - goddess of Magic
    • Kostamus - demigod of the sun, lover of Magenta
    • St. Brigid - patron saint of healing and the sick
    • St. Kelvin - patron saint of light
    • St. Gianna - patron saint of oracles
    • Poritia Nove - demigoddess of the White Moon; Paladins of the White Lady
    • Veltin Crimsea - demigoddess of the Red Moon
    • Argina Lustar - demigoddess of the Golden Moon
    • Noxecatt - demigoddess of the underworld and darkness - NOT officially part of the church
    • Dralizar - demigod of thieves and the night - NOT officially part of the church
    Corrise - goddess of Agriculture
    • Green Man - demigod of vegetation and plants, husband of Corrise; Green Order of Druids
    • St. Ermo - patron saint of the earth and building
    • Brother Rudiger - patron saint of home and community; Paladins of the Hearth
    • St. Lilliane - patron saint of orphans and the dispossessed; affiliated with the Brotherhood of the Sword paladins
    • St. Varina - patron saint of vineyards and wine
    • St. Norena - patron saint of fire and comfort
    • Olimo Vis - demigoddess of Autumn and the harvest
    • Elongar Suu - demigod of Summer and growth
    • Neuvirra Oss - demigoddess of Spring and the planting
    • Frigia Nor - demigod of Winter and feasting

    Although the two twin demigods of Noxecatt and Dralizar are listed under Magenta, their worship is distinctly not part of the Church structure. They are listed here, simply because of their relationship to Magenta (who, according to myth, mothered the two twins after her adulterous affair with the prince of devils, Baxilar).

    The two Druidical orders (the Brown and the Green) are listed here with their affiliation with the church. That affiliation is at times extremely tenuous, however there is a third order of Druids that has absolutely no ties with the church - the Silver Order.