The Church

Overview

There are many gods within the world, some good, some evil, some powerful and some weak. Each gods' power waxes and wanes according to the number and quality of their worshippers. By the use of prayers and rituals priests can invoke the will of their god. Adventuring priests tend to be the zealous missionary type out to convert and do the more dangerous wills of their god. They generally do not learn the rituals as these are long winded affairs that do not suit their temperament.

They also tend to favour the arms and armourment of their god. As they rise in power their god will grant them more powerful prayers as well as special protection or other powers. All priests start with the Healing & Herbalism skill at +1.

Priests gain extra powers by praying and dedicating both time and spirit (read hero points). The prayers granted depend upon many things including the devotedness of the cleric, hero points sacrificed, time spent in prayer and deeds performed. In general in can be said that a god will grant about 2 prayer levels for every hero point sacrificed and day spent in contemplation.

Most priests gain the ability turn away or destroy undead creatures by focusing the power of their god through their holy symbol.

Clerical power points cost 1 hero point each. When each one is gained there is a chance that an additional one may also be gained. A roll against wisdom with a difficulty of 12 is required.

The abilities of the priests depends upon the god they chose.

All priests tithe a minimum 10% of all income to their sanctuary or other worthy causes, additional tithes may be rewarded by their god with extra spells or other abilities. (expect to pay roughly prayer level squared x10g per prayer)

Priests will start knowing approximately 1/3 of the 1st level prayers. When training, a priest will be taught all prayers of 3 levels lower than their faith. When a priest has gained between 1/2 and 3/4 of the prayers for a given level (depends upon the level and the god) their god will invite them to train for the next level.

Prayers

The prayers available depend upon the characters faith (which dictates actions) and the sacrifices made in hero points.

In order to be able to use a prayer level their faith bonus must at least equal the prayer level. At medium and high levels for each increase in faith level it is likely that the god will require a minor quest in addition to the hero points normally associated with a rise in training level. Between raises in faith the god will grant additional spells in return for hero point sacrifice. Generally this takes the form of 2 levels of spells granted per hero point.

Each hero point sacrificed to the god increases the overall power of the god. Some of these the god will use in a general cause and some are redistributed to priests in need. It is not unknown for the faithful in need who cry out to be granted extra hero points.

Priests will generally need to know approximately 2/3 of the god's spells at a given level before they will be allowed to progress to the next level.

Turning undead

Turning undead is related to prayers in that you are calling upon the power of your god to demolish the creatures of the night. A roll against faith determines the number and type of undead that are turned. The ability to turn is not automatically granted to everybody with faith, it is a god given ability that is bestowed along with the prayers. Priests can only turn undead that are in their line of sight and are approaching or aware of them. The effect lasts continuously as long as the symbol is presented.

Undead Vampire Wraith
Mummy
Ghast Wight Ghoul Zombie / Skeleton
Difficulty 16 15 14 14 13 13 12

Creatures approaching from two sides (max) require a second turning action with the normal multiple action penalties.

Repulsion Distance

The stronger the undead the fewer that may be held back and the closer they can approach. A skill roll is made which keeps the creatures at bay whilst the holy symbol is strongly presented. Standard repulsion distance is 10' and each success level above or below adds (or subtracts) 5' to the repulsion distance.

10' is sufficient for the priest and party members around hime to be out of range.

When turned the creatures recoil away from the symbol and growl. They do not run away and hide in a corner turning their backs on you. If forced to within striking range (or a party member stands too close) they may attack but at a penalty of -2.

Multiple creatures

Multiple creatures increase the difficulty as their presence reinforces each other. Collections of undead come in sizes of

  • Few (1-5 skeletons, 1 vampire)
  • Group (6-10 skeletons, 2-4 vampires)
  • Pack (11-30 skeletons, 5-9 vampires)
  • Horde (31+ skeletons, 10+ vampires)

Each group size increaes the difficulty 1. (The definition of the sizes is deliberately vague and will change depending upon the circumstances and type of undead, just hope you never meet a horde of vampires).

If a creature ever gets to 0' it may strike.

Example

  • Desairy encounters a pack of ghouls who split into 2 groups to surround the party and attack from 2 directions.
  • Ghouls require a 13 to turn; +3 for two directions and +1 because there is a group in each direction = 17
  • He rolls a 9 +3 Willpower +4 Faith = 16 or 1 below the target.
  • The encounter distance is therefore 10' -5' = 5'
  • Swivelling continuously from side to side Desairy manages to keep them all at bay, however anybody standing next to him may be hit

Note

Note that not all creatures that appear undead necessarily are; zombies have been known to be caused by a virus and skeletons may be animated by magic (especially dragon bones) rather than necromancy. It is known that vampires are susceptible to a religous item held by a non-priest if they have any faith; though the vampires do get a saving throw to ignore the feeble attempt.

Temples

All priests are expected to tithe at least 10% of income earned outside of the church. However for this they will be given board and lodging free of charge at all temples when they are in the area. If they require training however they will be required to pay the normal fees in extra tithes.

Invoking Deity Intervention

In rare cases (normally life threatening) it may be possible to call upon the gods intervention. There is a base 1% chance per faith level.

The gods

Bahrie; goddess of the body and mind

Weapon = Mace

Bahrie's mission in life is a mission of mercy. The plagues and pestilences sent by the Grim reaper are the bane of her life.

The force of the Grim reaper however is nothing compared to Orcus Demon Lord of the undead. Everything must die eventually so the Grim Reaper is tolerated however the undead are damned beyond redemption. Every opportunity must be taken to put the damned to rest and relieve the agents of Orcus of their misguided lives.

Priests of Bahrie gain the following abilities.

  • +1 SP per faith point to all cures administered
  • Undead turning attempts repulse 20' by default
  • 1 Level of Healing & Herbalism training free for each 2 faith points (round down)

Faith +2

Immunity to all natural diseases

Faith +3

May create healing sigils

Faith +4

Immunity to natural poisons

Cure natural disease 1 / week

Faith +5

Immunity to all diseases

Faith +7

Immunity to all poisons

Corellion goddess of the arts (Bards)

Weapon = Arming Sword

The temples of corellion are based around open theatres where many sagas and plays are performed. The outer courtyards provide a meeting place for youngsters wishing to lose themselves in a good yarn. Dragons soar and good triumphs as the stories unfold. Over the years many valuable scrolls of past legends are collected in the temple libraries acting as a focus point for many bards.

Bards perform their prayers in song either with or without an instrument

Priests gain the following abilities

  • Save against faith (18+) to identify magical items (one attempt only per temple)
  • Singing skill increases by 1 per faith point
  • Musical instrument skill increases by 1 per faith point

Faith +3

Immunity to song attack

Faith +4 (1 / week)

Moment reading - Determine the tenor / danger of the moment for the priest.

Eo (Paladins)

Weapon = Two Handed Sword

Eo is a special case as he is the original one god and father of all other gods, he has no need for priests, he does however have a fighting arm which gain certain clerical powers as their faith grows. These are called paladins.

Paladins are a special brand of fighter/priest that have seen the light of the one god (Eo). They are the arm of this god and a law unto themselves. Few characters will defy the will of a paladin as they are held in higher esteem than any priest. Paladins really are the priests of Eo, they just don't have temples outside their sanctuaries; and mere mortals aren't allowed in. The sanctuaries are where all their training occurs, they aren't allowed out until they have become knights unless they are accompanying a knight on a journey as a squire.

Paladins are the epitome of all that is good and true, chivalry is the name of the game, maidens in distress were made for them.

They gain the following special powers from Eo depending upon their faith bonus.

  • Saving throw against faith / 2 to detect a lie.
  • Detect evil at up to 60' when concentrating.
  • Make all saving throws at a bonus of +1
  • Lay on hands to cure stamina for a total of their faith points 1 / day

Faith +2

Emanation of a protection from evil circle 10' diameter.

Faith +3

Immunity to all diseases

Cure 1WP per week (Lay on Hands)

Faith +4

After a special act on behalf of Eo they may call for their warhorse.

Make all saving throws at a bonus of +2

Make a binding agreement between two willing participants so that if either one willingly breaks the agreement they suffer an immediate loss of all remaining stamina and lose all bar 2 wound points throwing them into a coma which lasts a minimum of 1 week. The other party immediately know that the agreement has been broken.

Faith +5

They gain a limited number of prayers

Paladins are restricted by moral and ethical codes and are not allowed to show excessive trappings of wealth.

They may own only a few magical items

  • 1 suit of armour
  • 1 Shield
  • 1 weapon
  • 2 other items

They retain only sufficient wealth to keep them in a modest manner and pay their expenses.

Maintain company only with characters who do good deeds

Paladins roam the land providing justice; justice is constant and good, all miscreants should be punished according to the law once proven guilty. Eo is the backbone of society without which it would crumble back to ruins. Justice must not only be done it must be seen to be done.

Transgressors deserve the punishment they get, those who live by the sword shall die by the sword. Paladins are the final arbiters of many a quarrel, minor or major, legal or personal. In disputed cases of guilt where no other means of settlement is possible the two main methods of determining right and wrong are trial by combat (to first blood normally) and trial by fire.

To call in a Paladin is to state that the participants cannot solve the problem themselves. Many travel the land as visiting judges.

Paladins are often called upon to witness and bind participants to an agreement which has more force than any piece of paper, that is if the participants wish the law to know opf their agreement.

Grim Reaper, god of the eternal flame

Weapon = Morning Star

No civilisation openly worships the grim reaper so very little is known about the temple and its rites However through certain sources it has been discovered that the temples are based around a blood altar and that the sacrifices are not limited to the animal kingdom.

The priests are also known to have an unholy alliance with undead. Many sects worship various demons and devils but these all ultimately gain their power from the grim reaper.

Inanna god of war

War is honour, honour is war

Weapon = Anything

The church seeks to ensure that wars are fought honourably and prisoners treated fairly. In personal life the duel is used to settle any grievances.

The code of honour

  1. Strength of arms should never be used against those unable to defend themselves.
  2. All fight should be fair (not 1 troll vs. 1 peasant).
  3. Weapons, armour and the skill to use them are the gifts of Inanna and should be treated with respect
  4. Surrender (save for injury) or desertion are cowardly. Withdrawal is acceptable if faced with overwhelming odds.
  5. Prisoners should be treated with the respect befitting the bravery with which they fought.
  6. Magic is shunned as not worthy of contemplation. Wizards do not make good companions.

The priesthood and the church

Each temple is based around an arena which is used for training and the yearly games. The games are presided over by the highest priest available and the combatants judged in terms of combat skill and style. Due to the frequent injuries that occur healing is always at hand.

As the priests become to old to fight they are termed elders and look after the smooth running of the temple as well as determining tactics in times of war.

In times of war many priests join the army to increase their prowess and ensure the fight is honourable.

They start with the leadership skill at +2

They gain the following abilities

Each additional faith point they are taught one weapon from a new category.

Faith +2

Take the force feat

Faith +3

Encouragement feat

Faith +4

Any one available leadership feat

Faith +5

Any one available combat feat

Hastsezini, god of fire

Weapon = Mace

The flame cleanses all. Temples of Hastsezini are based around a flaming chalice tended night and day by the priests and elders of the temple.

Purification rites take place on entry to the order which involves acts such as walking across hot coals and plunging hands into scalding water. The temples are always enclosed and heated to an almost unbearable degree.

They gain the following abilities

+1 on save against fire based attacks per faith point. (even if there is no save normally)

Faith +2

Ability to walk on hot coals

Faith +3

Throw balls of fire 10' +5' per faith point for damage = d3 + faith (thrown skill)

Faith +4

Ability to become a pillar of fire with no harm to themselves. Causes L2 SP damage to all who contact them - Once per day

Faith +5

Ability to walk on lava

Ki; Goddess of the land (Mother Earth) (Druids)

Weapon = Scimitar

Priests of Ki are known as druids. They never inhabit the cities or larger towns, preferring instead the wooded glens in outlying districts. Druids are the priests of farmers looking after the crops and animals.

Druids gain the following abilities.

  • + 1 save against charm attacks by woodland creatures per faith point.
  • 1 level of Healing & Herbalism training free for each faith point.
  • Survival (Forests) +1 bonus
  • Animal friendship 2HD per faith level (may be multiple creatures) can teach them commands and simple tricks. (each animal/trick gets a saving throw).
  • Sage like abilities in Flora and Fauna as your faith rises

Sage specialities include:

Flora

  • Flowers, Grasses & Moss
  • Fungi
  • Trees & bushes
  • Poisonous flora

Fauna

  • Amphibians
  • Insects & arachnids
  • Avians
  • Mammals
  • Reptiles
  • Fish
  • Poisonous creatures

Faith +1

Identify plants and animals

Faith +2

Pass through overgrown areas without leaving a trail

Identify pure water

Sage Minor ability in either Fauna or Flora

Faith +3

Speak with Animals

Pass through overgrown areas without hinderance

May make poisoned tipped weapons

Sage Speciality in your chosen minor

Faith +4

Ability to shapechange 3 times per day for an hour (+1 hour for each additional faith level) into a reptile, bird or mammal (once each per day) sized from a lizard to a black bear. Each change heals 10% / faith level above level 2 of lost SP (round down).

Sage Speciality in your chosen minor

Faith +5

Venom immumity from natural creatures or plants, +4 save vs other poisons.

Sage Minor ability in either Fauna or Flora

Faith +6

Sage Speciality

Faith +7

Sage Speciality

 

Moradin; God of miners and metalworkers

Weapon = Dwarfen Axe

Moradin rules the earth and all that it contains. He is lord of all stone and metal, looked to for guidance by miners, smiths and jewellers. The dwarfs are a special concern of Moradin due to their special relationship with mines and gold.

Temples are always constructed of the finest stone available but with a vast range of architectural styles. Some show the brute strength of stone with massive pillars, whilst others are a mass of seemingly impossible vaulted ceilings and flying buttresses. The temples are said to all be connected via a system of underground temples.

Priests gain the following abilities

  • +1 Mining per faith point
  • +1 to appraise jewellery and gems per faith point

Faith +5

Enchant ritual for metal weapons

Loki; God of Stealth

Weapon = Dagger

Temples of Loki are situated in the heart of all thieves guilds and the priests rank second only to the master thief. They are often ex-thieves who through some accident have been forced to become non-active members of the guild.

Cunning, silent, a neat job and no suspicions, that is how Loki works. Why face an attack if it can be avoided, why let the treasure be divided evenly if you can get their first.

There are always plans to be devised, revenges (real or imagined) to take, jobs to case... Laws are fine for those that believe in them, however they do have a habit of getting in the way so they should be freely disregarded when inconvenient.

Priests of Loki gain the following abilities.

Unknown

Poseidon; God of seafarers

Weapon = Spear

A capricious god who is quick to anger, rapdly turning a calm sea into a raging storm.

Technically the god of cold, water and ice however the general worshippers are the sailors and so Untamo has become known as the god of seafarers. Sailors frequently make a sacrifice to Untamo before a long journey.

Temples are as varied as the sea itself, the common factor being the many streams and fountains that wind their way through the corridors and courtyards. Many priests wander as restless as the sea searching for a new shore.

Priests gain the following abilities

  • Swimming at +1 per faith level
  • Save against cold attacks at +1 per faith level (even if there is no save normally)

Faith +4

Throw javelins of ice 20' for d4 + faith damage at (javelin skill +2 to hit )

Faith +5

Breath water

Set : God of snakes

Temples are normally towers with snake motifs around them, underneath in the main temple area there are likely to be numerous snake pits and at least one giant (30'+) snake. This may be a constrictor, cobra, rattlesnake or other type depending upon the local high priests favour.

All prayer efects on snakes are doubled

Immune to faith level of snake poison

Thor; God of the sky

Weapon = Hammer

The weather in all its varieties from blizzards to the blistering heat in a desert is the preserve of Thor. Thor is almost as popular as Ki in some agricultural areas due to his immense effect on the crops.

Temples are often very light in construction with the central area always open to the sky.

Thor priests gain the following abilities.

  • Prayers are 1 point easier to cast when standing outdoors (in a courtyard or similar access to the sky)
  • +1 save per faith point against electrical damage (even if there is no save normally)
  • Predict local weather for 12 hours per faith point
  • Become electrical charged once per day for 1 turn which causes 1 SP damage per faith point to anyone who touches them or contacts them with a conductor.

    Faith +3

    Throw ball lightning 20' for d3 + faith damage (thrown skill)

Tyr; God of justice DEAD

Weapon = Two Handed Sword

Justice is constant and good, all miscreants should be punished according to the law once proven guilty. Tyr is the backbone of society without which it would crumble back to ruins. Justice must not only be done it must be seen to be done.

Transgressors deserve the punishment they get, those who live by the sword shall die by the sword. Tyr priests are the final arbiters of many a quarrel, minor or major, legal or personal. In disputed cases of guilt where no other means of settlement is possible the two main methods of determining right and wrong are trial by combat (to first blood normally) and trial by fire.

To call in a priest of Tyr is to state that the participants cannot solve the problem themselves. Many priests travel the land as visiting judges.

Tyr is often called upon to witness and bind participants to an agreement which has more force than any piece of paper, that is if the participants wish the law to know opf their agreement.

Priests of Tyr gain the following abilities

  • Saving throw against faith / 2 to detect a lie.

Faith +4

Make a binding agreement between two willing participants so that if either one willingly breaks the agreement they suffer an immediate loss of all remaining stamina and lose all bar 2 wound points throwing them into a coma which lasts a minimum of 1 week. The other party immediately know that the agreement has been broken.

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