Showing posts with label religion. Show all posts
Showing posts with label religion. Show all posts

Apr 25, 2013

Veltin Crimsea - Demigoddess of the Red moon

Veltin Crimsea is one of the three daughters of the Goddess of Magic, Magenta.  As things are in the world of the Valley of the Old Ones, Veltin Crimsea is also one of the three moons of the world, the Red Moon.

She is referred to by many as simply the Red Lady, or the Demigoddess of the Red Moon.  She has a distinct position of being the only member of the pantheon of the Church of the Three Goddesses to have evil worshipers and also evil clergy (neutral evil).

Veltin Crimsea represents the wilder, more sadistic, aspect of magic.  She is the aspect of the night, and of necromancy, and of seeing the value in having evil to balance the good.  Needless to say, the more prosaic of the clergy of the order of Veltin Crimsea have some problems with other members of the overall church, because of this position.  Her worshippers are sometimes open adherents of this order, and sometimes they are members of other branches of the church, drawn to the worship of Veltin Crimsea, as if it were forbidden fruit.

The more urbane parts of the order view their position as a relationship to the other two daughters of magic... The Demigoddess of the White Moon represents militant good, and the Demigoddess of the Golden Moon represents the alluring benefits of "light" magic.  Against these, Veltin Crimsea balances the White Moon with evil, and strong evil worshippers (although, they are balanced, neither favoring law nor chaos); she balances the Golden Moon with darkness and the magic of the night.

The more wilder, some would say "purer" parts of the order view their position as this - the strongest daughter of Magenta - the one that is due to take over as the next Goddess of Magic - is Veltin Crimsea.  She should therefor be above her two sisters, and in dark places it is even whispered that she should be above Magenta herself.

Organized clergy of this order of the church do not have their own Cathedral, and barely have their own bureaucracy.  They often exist in places where general clergy of the church exist, such as at Narn, and in some others of the larger Baronial cities.  When they must be, they are funded by the Magenta branch of the church.

In secret, however, there is a wide variety of Red Lady cultists.  Often, remote gatherings, called Clutches, are ruled by a trio - two women (one old, one young) and a male who has become a sort of werebat.  The famous poem, by Uin Dagavart, called "The Red Moon" has the opening stanza,
All of them bound up tight in the clutch;
Ruled by the crone, the maid and the bat.
Evil has wrought, tho' welcome by such;
Those who hate this, and this who hates that.

 The followers are typically drawn to the wilder aspect of Veltin Crimsea, and they are often organized into bands of thugs, intent on thwarting those who work great works in the name of good.  The Paladins of the White Lady are a particular foe.

Rites are typically performed under the red moon, but are to be shunned when the white or gold are ascendent.  Talk of witches' cauldrons, and drinking the blood of innocents, is MOSTLY the rambling of peasants, and stories intended to scare children.

If there is a single place of power for the followers of the Red Moon, it would have to be the valley along the Two-Moon River.  However, strongholds of thugs and clutches can be found in many remote locations - bogs and fens, dark gnarled forests, and the solitary wind-ripped rocky peaks of mountains.

Apr 4, 2013

Eagles of Jazzan - Order of Rangers in the Central Valley

The Eagles of Jazzan are an order of Rangers that patrol the regions all around the Jazzan Mountains, but also out as far as the Harp Woods to the northeast, and the Two-Moons River to the southwest.

Hundreds of years ago, before the Barony of Ungams was established, and the cathedral (The Stone of Life) of St. Horace was built there, there was a monastery established to St. Horace in the Jazzan Mountains.  This monastery, known as the Hermitage of Understanding, was located high up on the peak of Mount Soluto.  It was dedicated to an understanding of the natural world, gained through meditation and communing with peaceful animals.  It was founded by Sir Horace Avento of Macester, who renounced his knighthood, his family lands, and all claims to wealth and worldly prestige.

Sir Horace Avento of Macester, choosing the path of the Monastic, and giving up Majestia
The brothers of the Hermitage engaged with a group of knights and men-at-arms in the War of Establishment, against the demon hordes from the Two-Moon River, attacking the newly established city of Henn.  All of the brothers of the Hermitage, who mostly fought in the form of giant bears, were slain except for Horace.  During the fight, Horace, in the form of a giant bear wielding the magic sword Majestia was responsible for slaying a demonic creature, he later found out was a polymorphed innocent, mind controlled into joining the fray.  After the battle, he was totally stricken by grief, and would have died of a broken heart, if he had not been visited by a seraph of the goddess Nadene.  The seraph, one of Nadene's cupid-like angelic messengers, saw in Horace a very good man, and an selfless and peaceful soul, other than his grief over the loss of the brothers in the fight against Noxecatt's demons.  Because of this compassion by the seraph, and the understanding of Nadene for Horace's connection with nature, and especially animals, he was made into an immortal.  In fact, he was made the patron saint of Animals.
The Hermitage at Mt. Soluto

A band of men-at-arms who were impressed with the sacrifice of the Brothers of the Hermitage, decided to forsake arms, and take up a communal life themselves.  However, at this Horace saw the need for humans to not only understand the world - including those aspects of plants and animals that humans are capable of understanding - but also to participate in its defense.  So, he convinced the men-at-arms to become the Rangers of the Hermitage.  They were trained in the skills of tracking and dealing with natural magic and animals of all sorts.  These became the first line of defense, now, against the horrors that occasionally emerge from the Two-Moons River.

Since this first band was formed, there have been Ranger Hermitages set up in a number of wild places, sometimes preceding the migration to the east of the Westroners, and sometimes following it.  Eventually, a group of such hermitages came together to form the Northguard in the year 656.  The Northguard, because they work so closely (at times) with Storm King Barbarians, have dropped the connection to the order of St. Horace, however.

With a number of different Hermitages having been established, it has become traditional to name each such "order" by a name including a local animal to the location of the hermitage, as well as the name of the region that it is from.  Because of this, the Rangers of the original Hermitage have become known as the Eagles of Jazzan.

Sword Pommel of a senior Ranger in the Eagles of Jazzan

Eagles all carried a distinctive sword with an Eagle's head on the pommel.  Other than that they have no mark of office.  Other than human Rangers, the order also includes clerics of St. Horace, and also some Wood Elves from the Harp Woods, who join the order for a number of years, before deciding to return to their Arboreal retreats, or back to the Faery realm.  The range of the valley that the Eagles patrols includes the lands east of the Two Moon River, up to the Great River, and across to the Harp Woods. South, it extends to the city of Henn.  Within this area, there is a network of good creatures and human (and other) inhabitants that are friendly to the Eagles, and provide assistance (whether in the form of information or supplies, or more directly, as assistance under arms).

To this day, the Rangers of the order have as a sworn enemy the sorcerer Raebacc Stin, who has become a Lich and has a secret haunt in a location the Rangers have been yet able to find.  Raebacc Stin was the sorcerer, in the service of Noxecatt, who was responsible for the formation of the original body of diabolical forces that killed the original brothers of the Hermitage.  The magic sword Majestia, formerly owned by St. Horace (when he was Sir Horace) has also become lost over the years, and legends talk about it being in the possession of Raebacc Stin.

Jul 6, 2012

Lass Indol - people of the four seasons

The Lass Indol were a people from out of the west that worshiped the four seasons, and had a matriarchal culture based heavily on music, and magic based on music. It is suspected that the Skalds of the Storm King barbarians have a lot in common with the poet-sorcerers of the Lass Indol.  Over the centuries, these folks, although retaining a marked preference for music, have slowly been assimilated into Westroner culture.  Even their own deities (actually personifications of the seasons) were adopted into the Westron church, as demigods associated with Corrise (the Goddess of Agriculture).  The four demigods are Neuvirra Oss (demigoddess of Spring and Planting), Elongar Suu (demigoddess of Summer and Growth), Olimo Vis (demigoddess of Autumn and the Harvest), and Frigia Nor (demigoddess of Winter and of Feasting).



The Corrisan branch of the Westron Church maintains cathedrals to the four demigods.  The cathedral of Frigia Nor is located in Werms.

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.