AL-Abuden
(Demigod)
God of the
Desert and Serpents.
Duties
of priest
1. Priests
must wear light colored clothing.
2. They must
sacrifice some kind of feline to the Serpents each month. The greater the size
of the feline the better the sacrifice.
3. Head gear
must be a Turban. The color is generally white.
4. The use
of poison is acceptable.
5. Serpents
of any kind and lizards are forbidden food.
6. Jewelry
is sign of Power in the church.
7. The color
of Scarlet is holy color.
Requirements
AB- Standard, AB-
C/N,C/E, WP- Scimitar, katanas, Dagger, Short Bow, Spear, Club, Mace, and staff
, AR- non-metal.
SP- All, Animal, Charm, Combat, Divination*, Elemental
fire, Healing*, Protection*, Sun.
PW- 1) Immunity to Heat Exhaustion/Sun Stroke Also ability to Track in desert as a ranger of equal level.
3) Can Charm any serpent under 3hd by simply whistling, the animal is allowed a saving throw.
5) Priest can move across sand with no trace at normal movement or can move x2 normal rate.
7) Priest can meld into sand and remain for up to 10 hours before emerging. This can be done 1/day.
9) Priest can shapechange into a snake of no more then 15" long and no more then actual priests
hd.
11) Priest is resistant to heat and fire as spell allows.
TU -Turn
Lore:
AL-Abuden
was part of ancient deific conspiracy to kill Marleena the mother of the gods. He
escaped the eternity of imprisonment that was handed to him by Quantom and now rules the deserts of Astoria. He has a very small following. Only a
few ancient scholars have any knowledge of the god. He remains an extreme minor
figure in Astorian legends. Only within the last century did the god escape the
torturous imprisonment. He was held with Krycar and Veagar. Veagar never lost faithful worshippers but Krycar was similar to AL-Abuden in the type of worshippers that
gather around a mysterious deity. The worshippers of AL-Abuden get a great deal of bang for their buck in the priestly world. The AL-Abuden priest have a 90% chance of an act of god when in a desert and 2 prayer
spells are cast to bring their god to their side. This will obviously be an avatar.
CALADOR (Intermediate god) Goddess of Fire/Destruction
DUTIES
OF PRIEST
1. 1/month
worshippers must camp outside using a bonfire.
2. They Must
burn down trees or other structures in addition to their bon fires.
3. Campfires
are the temples of Calador priests. Often rings of fire are made to pray from
within.
4. Red is
the preferred color of her priests.
5. Fire is
a wild thing. The essence of life is fire.
It must be controlled by those who want true power.
AB- Standard, AL-
C/E, WP-Any sword, Any Bow, often flaming arrows, AR- A.
PW- 1) Character has resistance to heat. 1/2 damage from normal
fire and immune to an initial fire attack like an endure heat spell.
3)
Produce flame 1/hour
4)
5) burning hands at current level 2/day.
7) Constant fire resistance. As long as character
is conscious.
9) Can cast fireball 1/day 4 levels lower than
current level.
SP- All,
Charm, Combat, Creation, Divination, Elemental fire, Healing. Necromantic*, Plant*, Summoning*.
TU - Nil (they prefer to burn them)
The priest of Calador are known for their insanity. They have for years been banished from cities for their actions of arson. The priests call arson worship. This has a strong tendency
in most cities to have subtle holy wars. Calador is worshipped strongly in northern
Kanaeda. She is popular with the northern mountain people who border Belliard
and the Aquilan borders. They have been known on several occasions to have destroyed
entire villages and considered it a high holy day.
The priest of Calador will scream very loud during
their monthly high worship. Each camp fire or stove fire represents the god at
work. At 12th level the priest of Calador can tranport via flame. This works exactly like the transport via plant but any fire can be substituted for
a plant. Lastly the priest gain +1 to initiative while swinging a flaming weapon.
Doe-Gon (Demigod)
God of Caves and the Under worlders.
Duties of priest
1. The holy colors of the Doe-Gon
priests is that of yellow. They only wear these during the end of the year festivals. They will on a daily basis wear black. This
black is usually compensated by small amounts of red or gold.
2. Holy symbol is a black sphere.
3. They sacrifice tyme and other
herbs but nothing living. They respect life to much to take it so easily.
4. Most worshippers are dark elves
and dwarves and a large amount of humans.
Requirements
AB-Str-15, Dex-15, AL-N/N
, WP-Club, Crossbow, Dagger, Doyku, Katana, Katar, Knife, Mace, Short sword AR- A.
SP- All, Astral, Creation*, Elemental earth, Guardian, Healing*,
Protection
PW- 1) Priest can hold there breath for 2 rounds per constitution
point. They can also determine depth underground.
3) Priest can dig with hands suitable cover and also tunnel with tools as well as a veteran minor.
5) Priest can blend with rock and earth 95% hidden if no movement.
7) Priest can 3/day stone shape
9) can summon an earth elemental 1 week, weak one,
11) Priest can meld into stone much like a xorn for 1 turn each day.
13) Can Astral Travel as if they were a 21st level Wizard doing spell.
TU -Nil
LORE:
The Doe-Gon has as its worshipers believe an origin that came from the stars.
They are incredible astronomers. They claim that their knowledge of stars
is attributed to the words given to them by their god. The Doe-Gon always remain
hidden from modern worlds and civilization. They only are connected through the
rare priest who wanders the universe in search of Doe-Gon. The Doe-Gon worshipper have highly detailed maps of this world
from off the world as well as details of the nearby worlds. They understand seasons
and weather better than any other class of people in Astoria. They have a unique relationship with the world and nature.
Many Doe-Gon priests claim their god is not from this world but another. He
is the one true defender of Astoria because only he knows
how to defeat and banish the Dreadnaught hordes that continue to gather in the west.
In fact the Doe-Gon predicted the invasion of a race of powerful creatures prior to the dreadnaught attacks so many
years ago.
EGDAR (Intermediate god)
God of Air
DUTIES
OF PRIEST
1.Clerics
must hunt with falcons and worship birds of all types.
2.Wings are
their holy symbol.
3.Their traditional
colors are silver, gold, white, and blue.
4.Most high
level priests roam above ground high in the sky.
AB- Standard, AL-
C/G, WP- Mace, Spear, all Crossbows, any bow, Javelin, Sling, Dart, Throwing daggers,
Club, Staff, Blackjack.
AR- none
SP-All, Astral*, Charm, Combat, Guardian*, Healing,
Plant, Protection.
PW- 1) Cleric
can feather fall 1/2 speed. Take 1/2 damage from fall or quarter if save is made. This assumes character is conscious to adjust fall.
3) Full feather fall continuous plus levitate
1/rd/level twice daily. Character does not have to be conscious for this to work.
5) Ballooning ability. Fly using wind(no control but in the up/down directions. Also
character will take 1/4 from natural falling damage(a Pit) and 1/2 from any other assisted falling. (Like that of a toss from
a giant).
7) Summon great flying beast as servant and friend
to cleric. Flying of the beast is a(DM option).
The character will also attain the ability to fly at 12" 1/turn per level above 7th.
9) Can communicate with all birds and dominate
them as if charisma = 20 +1 per level above 9th toward birds. They would fight
for cleric but higher level cleric would control them better. They can control
twice their own hit dice.
11) Fly at will at 18" with high maneuverability (AA)
and flying becomes considered a natural form of movement giving character other actions while taking off and landing.
13) Air walk and fly at speeds of 36". Character can telekinetically alter flight including the attack of a greater vampire using telekinesis. They can also shapechange into a natural "bird" 1/week for 4-6 hours reverting back
negates ability until the next week but effects are not magical. The character
can exist in an anti magic shell but could not revert in the shell back to human form.
TU - Nil
All Priests of Egdar will be great aerial fighters using a +0 init modifier when mounted
on a flying beast.
All clerics of Egdar gain a bonus of +3 to hit with any missile weapon if they are single
classed. Multi and dual classes gain only a +1 with missile weapons. This is due to hand eye coordination training. The Egdar priest
have an innate group of followers. They are the Elven people of Nelson. The Elves of Astoria have only Egdar to look to for guidance. They all carry a place in their heart for the god. This includes
even the Drow and the aquatic elves of the Meridian atoll.
There are many human and other racial worshippers of Egdar but most are warriors.
FUNTER (Greater goddess) Goddess of the Sun.
Duties of priest
1.
Sun worship is the meat and drink of patrons of Funter.
2.
Sacrifice of wine using a non consumption method on the first day of each week. They
Pour it out onto the ground.
3.
Patrons must spend as much time as possible under the sun. They derive their
power from the Sun. Three to four days without sunlight causes minor insanitys
for many worshipers.
4.
Noon is the prime worshipping hour as well as prayer time one hour each day. Darkness
is a time for sleeping and rest.
5.
During the noon hour 1/2 before and after the priests of Funter gain bonuses for use of sun sphere spells. They receive range(x2) and 25% added duration to those spells.
6.
They preach to destruction of Luthorian worship and their temples. Most Temples
of Luthor are hidden in Astoria, except where the Luthorians
are strongest.
7. There are 2 big festivals each year in the Funterian religions. The Blood festivals each Summer and the Winter Solstice. The
Church tries to stave off the depression created when the sun is less prevalent in their lives. The Winter Solstice is called the DAY OF JOY.
8. The colors that the Funterians where are bright colors. Usually yellow or gold during high Masses and festivals. The church Priests are looked at as warrior of their god except those who reach 9th
level and they begin to adventure less and less. A Funterian Priest can be found
on most battle fields and aiding Undead Hunters of that particular Plague.
9. Lastly the Funterian have a strong connection and alliance with the church of Quantom.
Requirements
AB- standard, AL- L/G, WP- Bastard and Long sword, Footman's mace, hammer, AR- A.
SP- All, Combat, Creation,
Elemental, Healing, Necromantic, Protection*,
Sun, Weather*.
PW- 1) Cleric can cast a light
spell two times per day.
3) Can cast burning hands 1/day at current level.
4) Bathing under the sun for 1 hour each day will double the clerics own
natural healing process for the rest of the day (24 hours).
5) Character can detect undead by sight at 25 feet. This also applies to undead never seen before. They can see
through obscurement and blur spells if cast outside in sunlight. As long as sunlight
is present, even when magically shaded or constrained the cleric will have some ability to see. This vision may only be 10-20 feet but they will be able to defend themselves under the light of FUNTER.
7) Immune to all forms of magical blindness. If character is physically blinded the cleric has a 50% chance their eyes will regenerate to a functioning
level.
9) Character can cast a flame strike 1/day at current level.
11) Character can cast a sunray 1/week at three levels higher than current level.
TU - Turn
The Funterian priest have a knack known in Astoria
for being bold and pronounced. They use fire and light to guide their way. They also boldly announce their intentions to sway the faithful to the right side
of humanity. They are a force that no one soul likes to meet in a bright alley.
Krycar (Demigod)
Goddess of
Ice and Cold.
Duties
of priest
1. The priests
of Krycar are required to travel to the mountains of Astoria
1/year for meditations.
2. Priests
always wear blue.
3.
The mainstay of food for a Krycar worshipper is Fish.
4.
Once during the lifetime of the priest, they are required
to travel to the Mountain peak of Frezoria. The peak lies in the Parkanian mountains.
5.
Each worshipper of Krycar starts the winter solstice by
a dip in the nearest sea. This usually entails very cold water. However the High priests of Krycar have on occasion traveled to the south to find warmer waters.
Requirements
AB- Standard , AL-L/E , WP-Spear, Knife, Short bow, and the harpoon, AR- A.
SP-All, Creation, Combat, Elemental, Healing*,
Necromantic, Protection*, Summoning*
PW- 1) Character can cause those they touch to
feel a chill, no damage. They can also cool down liquids up to twelve fluid ounces
for each level they attain.
3) Resist Cold -1per die and withstand 320 without freezing in the nude.
5)
Priest can withstand 00 in the nude and actually
begins to prefer temperatures below freezing.
6)
Priest can withstand -200 With no problem. The priest does grow hair abnormally long.
7) Can call fourth an Ice storm 2/day same as wizard spell
9) Priest learns ancient art of magical weapon creation from water. They can either take cold water or first make it cold and create up to a +5 weapon that will last 5 rounds/level
or 10 combat rounds, which ever comes first. A priest can make the weapon less
then 5 feet in length and is on +1 per 4 levels the priests has attained. At
12th +3 can be made.
11) Can release a cone of cold 1/day and will be able to summon an White dragon as personal servant. Always adult aged.
TU - Command
LORE:
The goddess Krycar was freed when AL-Abuden left his prison. She has ruled the world of mountain tops mostly in the Orient. Her
priestess's are working hard to change all of that. Her priests have been known
to conspire with frost giants. It is said that her breath created the yeti. She has a large following in the Orient and some in the most western areas of Kanaeda. They spend much of their time on mountain peaks for the weather and to be closer to
their god. The trips to mountain regions by Krycar priests each year are for
2 week periods. They take with them 7 large dried fish for their stay.
Kwang-Li (Demigod)Goddess of the "Ki"
and Monks.
Duties of priest
1. The priests of Kwang li wear
black and brown at all times.
2. They are pure vegetarians.
3. They remain celibate during
their entire life.
4. The priests holy symbol is
two hands pointing upward. The worshippers holy symbol is the Yen Yang symbol.
5. The priests sacrifice an herbal
root called the drathog.
6. They eat one meal a/day and
fast 1 day a month.
Requirements
AB-Int-12 Con-12 , AL-L/N
, WP-Any except Long sword, Bastard sword, and Battle ax, AR- None.
SP- All, Astral, Charm, Combat, Creation*, Divination, Elemental,
Guardian*, Healing, Plant, Weather.
PW- 1) Priest can weaken material of any non magical nature
enough to break it. Rope and wood and weak material will take 1 turn. Iron and weaker metals take 1d6 turns and stronger materials can take months. This is done by thought alone.
3) Can sense emotions in people when in direct contact with them.
5) Can levitate one's own body and an additional 100lbs up to 10 feet
in the air. Any more and weight an the priest will fall. The priest does this often to meditate.
7) Can focus Ki power to assist in punches. This can be done 1/day doing
4d6 from punch and not injuring hand. Hitting something that does not give i.e.
a stone wall can shatter hand. A good assessment may be required.
9) Can communicate 5/times a day for 1 turn each telepathically to those willing to talk to you.
11) Can E.S.P. an area 60 radius of priest.
TU - Nil
LORE:
Kwang Li is worshipped as an important god in the Orient. They also have
influence in some of the southern duchies of Jordinia. Kwang Li has been around
as long as any other deity but has chosen a status of power in the islands to the south.
The dragon is a common legendary friend in the Kwang-Li tradition. The
Sign of Kwang-Li is has great acceptance to the people of the Orient.
Luthor (Greater)AKA the Dark One, God of the Dead
DUTIES OF PRIEST
1. Character
must respect the dead and the undead. This simply put requires the Luthorian
priest to use the dead in a way to show respect to Luthor. They can not animate
for personal pleasure but only to do the deeds of the god.
2. Luthor is the one power in the Evil god spectrum. All other
evil gods pay homage to Luthor.
3. Usually
clerics wear black or dark colors.
4. Sacrifices
of humans and elves is done at regular services.
5. Like the
Mafia no cleric has ever successfully left the church.
6. All Fen-Li/Funter
priest's should be terminated with extreme prejudice.
7. Only special
types of magical chain mail are accepted armor. This type of chain mail is created
by the church itself. It is made by the dark dwarves and the drow elves.
Requirements
AB- Wisdom at least 14, AL- N/E, WP- , Club, Falchion, Knife, Staff, Sling, AR- None (special)
SP- All, Astral, Charm*, Combat*, Divination, Guardian, Healing, Necromantic, Protection,
Summoning.
PW- 1) Command dead at 1 level higher than current
level.
3) Immune to effects of level draining by undead on the prime material. Also a +2 bonus to all other Undead effects.
7) Can create up to 3+3 HD undead for commanding. This
takes 1000gp per hd of one creature. Need one full week to do.
9) Immune to all undead effects on all planes. This
immunity applies to the use of the negative plane effects. Also charisma reaction
to undead is 19.
TU - Command
DOCTRINE OF THE CHURCH
1.Adventuring Clerics must give up 1/2 of all gold and monetary wealth. This also takes away 1/2 of G.P. ex. pts. No one escapes the
Internal Investigation Inquisitors of the Church.
2.Alliances are of course unwritten. These are made
with the churches of Phasol and Calador. Although the Caladorians are crazy and
can not be trusted we still use them effectively.
3.Ceremonies like
Weddings and Funerals are the most common ceremonies. Weddings are mostly danced with knives and lots of blood mixing of couples.
Funerals often involve gathering of possessions, not gold, but weapons and magic and placing it all in a tome or mausoleum
for the great day of destruction.
4.Children are conceived by patrons are mostly given names of the church figures like, Shamous,
Rachel, Des Monica, Darnabous, and Sarmon. Other more common names are Otek,
Masher, Keller.
5.Colors of the church in ceremonies are black and red with possible gold fringes. During every day casual wear, clerics wear gray and other dingy colors.
6.Commerce always buy from church members when you can.
7.Festivals of BLOOD
and the other RIGA
are the two great festivals of each year. The Blood is in the spring and Riga is in the Autumn. Four
to five meals are eaten each day. The festivals last two weeks each. The festivals are often in underground or hidden parties. Sometimes
the dead join in the celebration. The Blood festival in a continent wide celebration
that all churches get somewhat involved.
8.Gambling is expected from all clerics. They gamble
their winnings in church sponsored events.
9.Grooming priests who are male are expected to grow mustaches.
Females are expected to show cleavage. Also the less the skin shown (except
cleavage) the better. The pipe has over the last century become the symbol of
prestige. They also smoke cigars from Os-Mae-Natal and those traded from Graka.
10.Holy missions for the church or questing is very important for those who want favors of the church. These missions may rarely form alliances with worshippers of Funter clerics when the ends justify the means. Trust is always going to be betrayed with Funterian priests in the end.
11.Meals Only one meal is to be eaten on any particular day.
The foods include red meat, oysters, breads with beverages like wine or ale.
During sacrifices the blood of the victim is drank. Living matter like
vegetables and fruits are rarely eaten by any respectable cleric.
12.Multi-classed
clerics Only drows can be multi classed clerics of Luther. (priest/fighter) (priest/thief) are the only excepted combinations.
The church encourages drows to do such things.
13.Opposing Churches are very obvious by the art in seminaries. Funter,
Oneg and Edgar are the hated people of Luthorian priests.
An open attack will be highly praised by all patrons of Luthor on any of the above mentioned. Killing these fools and destroying there holy magic is also expected.
The destruction of any Funter or Oneg holy symbol is worth 500 ex pts per symbol.
Double ex pts if that coincides with the death of at least 3 priests of
either god.
14.Punishment varies with the crime of the church. The
most often includes torture. Death by annihilation is the only death offered. Torture means permanent loss of some ability score points. At least wealth is taken from those who disobey.
15.Questing of all priest must be done a total of six times by the high consul command. Upon attaining high priest the cleric is required to build a church.
All speculations must be approved by the consul.
16.Races of all types are invited to attend services which last a mere 30 minutes on the average. However drow and humans are the only known races to attain high level priesthood.
17.Respect to other worshippers of Luthor and somewhat to other clerics of evil gods. Killing of other clerics must be able to explain and be plausible.
18.Sacrifices for clerics in the adventuring world the killing of living humans or demi-humans is
acceptable but in the formal church service a cleric of Funter or Oneg is considered a special occasion. A joyous occasion at that (Ha Ha Ha Ha Ha)......
19.Sex is left up to the individual except those who enter the church for necrophiliac reasons. The church will deal with each case separately.
Many say the church hides such acts.
20.Sexes of all kinds alike are also welcome to enter the Luthorian priesthood. Currently only males occupy the high level positions within the church.
21.Steeds the clerics of Luthor always choose to ride undead steeds when possible. They will ride horses when they can't but horses have a 55% chance of not allowing a Luthorian cleric of
riding. If the horse is undead then the horse will react to a cleric of Luthor
as if they were of 19 charisma.
22.Symbols Two hands rising in the air is the primary symbol next to what is on the chest of
Luthor. Also dark wolves as an animal is another symbol.
23.Worshipping shall take place in such a place that at least one dead body be there for the communion
services. Most often this will be in a properly inducted temple. Services will be on the 3rd calendar day of each week. Offerings
of gold equal to 1/2 of all weekly earnings shall be brought to appease him.
The Luthorian sects constantly assassinate to attain a position of power within the church.
MAGGI (lesser god)
Goddess of
Magic
DUTIES
OF PRIEST
1. Purple
must be worn by all clerics.
2. All magic
is good but it must be harnessed.
3. Displays
of power should never go unanswered
4. All clerics
must try to use the spells they are granted.
Requirements
AB- Standard, AL-
L/N, WP- Staff, Club, Dagger, AR-
None.
SP- ALL,
Charm, Creation, Combat* Divination, Elemental, Guardian, Healing, Necromantic, Plant*, Protection, Summoning.
PW- 1) Detect Magic 3/day
3) minor telekinetic power of 8oz. This can be
done 2/day.
5) Identify magic item 1/day for each level. 1
item/level. Also character gains special access to wizard spells mentioned later
on.
9) Magic Shield 0f Anti-magic 1 turn/day. This
acts much like a Globe of invulnerability but allows no magic either direction. Character
can place his/her hands outside of globe to cast a spell.(nasty)
TU - Nil
All clerics
of Maggi, attain access at 5th level to wizard spells. This access allows the
priest to memorize wizard spells as if he/she were 4 levels lower than current level.
At 5th the cleric is effectively a 1st level generalist. Spells must be found and memorized.
Marleena (Demigod)
Goddess of
Agriculture and Motherhood.
Duties
of priest
1. Priests
wear light clothing and fairly revealing attire.
2. Their
symbol is an infant.
3. They are
flower freaks. They generally wear flowers have them throughout their homes and
church and wear clothing with flowers on them.
4. Sacrifice
is always a lamb and is done once a month.
Requirements
AB-Standard , AL-L/G
, WP-Club, Flail, Mace, Staff , AR-
A.
SP- All, Animal, Creation,, Divination, Healing,
Plant, Protection*, Weather*
PW- 1) Priest can cure wilting plants by song. Also can talk to plants and receive casual knowledge.
3) Can warp wood 3/day
5) Pass without trace as spell 1/day
7) Blend into natural background of forest 90% hidden and be able to move.
9) Can cause plant growth same as spell. Also
can neutralize natural poison up to 2 times per level each day.
11) Transport via plants 1/day and immunity to all poison
TU - Turn
Marleena worshippers will give flowers to people
and sell them at markets for the church. The priest of Marleena are women only. The worshippers are both male and female but she does not allow male priests in the
church itself.
LORE: Marleena's son killed her and she became
nothing until special sects of the Quantom church called the holy mother order began to worship her and she was born again
of the creators will. She remains banished from Quantom until the day of Ubek
but she still grants spells to her worshippers. She does not have an active role with Astoria. Her worshippers are often mothers and those who look for peace in the world. They are however most prevalent in Aquila. Peace itself has a shrine to Marleena and it is located a few blocks from the Funterian Grand Cathedral. The Marleena church extremely small but
has allies that are strong in the Quantom, Funter and EgDar churches. Her influence
over Astorian events has come about on only one occasion and it was during an attack on Peace that would have destroyed her
shrine. Her avatar appeared and scared off the attackers. She was again saved by the acts of peace.
MERRICK (lesser god)
God of Mischief
and Warriors
DUTIES
OF PRIEST
1.
Clerics are thoroughly unorganized.
2.
They roam around doing whatever they please.
2. Quite often clerics of Merrick go insane while trying to conform
to other religious constraints.
3. Merricks teachings belong to the TOMAR a book of bizarre
wisdom.
4. The main points are a) fighting is only done when necessary b)courage is great but stupidity is just
that, and finally cowardice is unacceptable.
5. VOLTA-VOR or the "Great Drink" is the pride and joy of all clerics of Merrick. The drink is toxic to all but many clerics drink it for years anyway.
6. Most of
Merricks priests are Drug abusers of a barbiturate called Sacar.
7. Characters
attaining 9th level will regain themselves as a person (spirit and body)
Requirements
AB- Standard AL-
C/N, WP- Battle Ax, Daggers (throwing or hand), spear, mace, morning star, long
bow, sling, club, staff, scimitar, AR- A.
SP- All, Charm*, Combat*,Divination, Healing, Plant*,
Protection, Weather*
PW- 1) +1 to hit with any hand held weapon on weapons
list.
3) character gains insights to the future (DM choice).
5) +2 to hit with any weapon of characters choosing
9) +3 to hit and +2 to damage with a special weapon of choice.
11) Second chance 1/year or DM's Choice. Character can
basically use a luck point to do some extraordinary event or even avoid death after it has almost occurred. Example..You take 76 points of damage from the dragon. I use
my second chance to dive out of range. DM say's "OK".
TU - Nil
The Rite of Volta-Vor
Priests of
Merrick drink a toxic liquid called Volta-Vor. It
can kill anyone who drinks the toxin and many do die each year. It has a 1% cumulative
chance of killing characters with an 18 constitution. Those with 17 or below
increase the cumulative chance by 1% per point below 18. Many priest die in the
early stages of the process. The toxin alters the clerics ability scores for
as many as 20 years in some cases. It causes slow brain functioning and weakens
their bodies as well. These affects will lead most fighters and magic-users to
forget about the priesthood of Merrick. They
take the toxin once a week during the rest of their lives. This will kill those
of a weaker spirit.
After the
effects of the toxin wane in the later years the character will go on a retreat for 2-24 months and meditate about the future. After this time the character can attain 9th level and continue with their life.
Most of the
Merrick clerics use drugs to offset their inability to cope with debilitating affects of
toxic substances. Sacar is the most common drug used to offset the Volta-Vor. If used after the years of toxic abuse the cleric will raise their wisdom and dexterity
by +2, as long as Sacar is still taken. The beneficial effects will recede if
not taken daily. After 1 month of Volta-Vor
use a monthly saving throw is all that is needed. During the first year this will total 15 saving throws against the Volta-Vor. Once a character has taken the drug for a month they gain the bonus of a second saving
throw without the use of magic if they fail their first saving throw. When a
character fails their percentile roll they are given a normal save without the use of magic, if that fails they die. Characters attaining 9th level under Merrick are
very powerful because the Volta-Vor has no ill effect on them anymore.
They are physically normal except for permanent loss of one Intelligence point.
They are immune to all forms of poison death effects. Damage is always
one per die from poison.
Initial effects
of the Volta-Vor. The effects of the Volta-Vor toxin will remove 3 points of constitution intelligence and strength from one
drink of the toxin. They will also have a -2 on all first round initiative including surprise rounds.
These effects wane as the toxin weakens in the body. The ill effects of the drug stay in the character as long as they continue to weekly take the toxin. After staying away from the toxin for a period of 2 weeks the drug will weaken and
the character will regain a point of constitution and strength. After 2 more
weeks they will gain back another point of each but will never regain the lost intelligence.
A Merrick priest can gain back some intelligence but only after attaining 9th
level. Other characters can not. This
explains why the Volta-Vor is a drink only they take. No others join in. They do offer the drink to those who come upon their worship services. But this is only done for fun.
The Merrick priesthood is tragic and glorious at the same time. They
feel that the world is theirs to travel. Most Merrick
priests travel with other priests of the faith. It makes it easier to find Sacar
and easier to make up a batch of Volta-Vor.
A final note. Volta-Vor is a mixture of a root known as the Harn root. This root grows almost everywhere. It is wild throughout Astoria but mostly near and within forests.
Noonka (Demi)
God
of the Minnoonka
Duties of priest
All
priests of Noonka are exceptional creatures. They must pass a rigorous ordeal
just to become a zero level candle lighter.
The
priest must spend 2 hours daily in the morning meditating on the daily goals of the clan.
If the priest does not he loses 1 Int and 1 Wis for
lack of commitment to clan.
The
priest is usually called the holy man. This holy man is the only accepted magic
using being in the world. Others are evil wizards or just plain demons.
Requirements
AB-Strength=18, Intelligence=18,
Wisdom=18, AL-N/G, WP- Club, Sticks,
Rocks, and Staffs, AR-none metal.
SP- All, Animal, Divination*,
Healing, Plant, Protection*, Weather*.
PW - 1) All priests gain 5%
M.R. at 1st level and 100% to illusionary magic as well as its companion school
3) The priest gains 5 extra non weapon proficiencies or 2 extra
weapon proficiencies depending on D.M.
5) The priest will receive a vision nightly about the future. This sometimes is obscure and at others very specific.
7) The priest gains 20% more M.R. and can turn invisible at will
but can not do so just for fun but must have a real purpose.
9) The priest will gain the immunity to all natures fire including
that of Volcanoes and the sun. They are also immune to all types of lightning
or electricity.
12) At this point the priest will appoint a successor to his/her clan
and leave the village in search of greater truths. This is why most wandering
Noonka priests are very nasty in level and ability. They also gain 30% More M.R.
,and natural immunity to all disease.
TU - Nil
ONEG (intermediate)
god of the
Earth and Protector of Dwarves
DUTIES
OF PRIEST
1. Clerics
of Oneg wear earth tone colored clothes.
2. The main
diet consists of worms, lizards, snails crustaceans of all types, cheese, mold, mushrooms, all vegetables, fruits, and most
burrowing animals. Birds are considered poison and disgusting. Most other foods can be tolerated.
3. Alcohol
consumption is most often accompanied with all meals and prayer. Meal are eaten
5/day.
4. Temples are always outside, while main church diocese hierarchy build
small stone, wooden, or structures.
5. Offerings
of gems, gold, platinum, and other valuable stones and metals are always given up by priests of Oneg as sacrificial offerings.
6. Characters
worshipping Oneg are taught how evil water truly is to them. Traveling over water
requires a grant from the church unless a sturdy bridge can be found or built. Ninth
level priest need not seek such permission or be hindered by such restrictions.
7. Once a
year on the same date the priest must retreat to mountain home for prayer and guidance.
8. These
priests all despise imprisonment. They would rather kill their captures than
torture them or release them.
9. The church of Funter is
a respected friend of Oneg's church.
10. Clerics
of Oneg are taught all non religious magic must be evil. Funter and Oneg are
the only true gods. Well Quantom is a given to all churches.
Requirements
AB- Must have a 16 constitution, AL- N/G, WP- Scimitar, Hand or battle Ax, Spear, Short Bow, Mace,
AR- no metal armor.
SP- All, Animal, Combat, Creation, Divination,
Healing* Necromancy, Protection.
PW- 2) Ability to determine temperature, direction,
depth while underground in natural surroundings. Also -1 per die from falling
damage to natural earth/grass/stone/wood, but not worked stone.
4) Can detect gold, platinum, gems within 18 inches.
6) Character can cast a dig spell 2/day at current level.
8) Character can cast meld into stone 1/day per
level above 8th. Also can conceal 100% in natural rock area.
10) Character can pass threw stone/ dirt as a xorn 3/day for 1/turn per use of ability.
12) Character can move through stone as a xorn all the time but must also eat dirt or other stone
when not moving in that manner daily.
Clerics of
Oneg roll 6- sided die for H.P. but gain double bonus for constitution. Up to
18 constitution is possible at first level. The holy war armor of Oneg
is priceless and given out only after special questing. It is made of stone and
is weightless.(Huh)
TU - Nil
PHASOL (intermediate god)
God of the Moon/ Lycanthoopy
DUTIES OF PRIEST
1. All worshippers must work and
pray as much as possible under the light of the moon.
2. Priests must sacrifice bunny
foofoos nightly under the night sky (moon when available)
3. Traveling under a new moon
is not acceptable for any true patron of Phasol.
4. Clerics prefer to perform all
actions at night when possible. This may be from drinking at bars to raiding
a nearby village. All of these assumes it is possible to things at night.
5. All priests experiment with
poisons and elixirs. A bonus of
+2 is allowed to all ingested
poison saving throws. The bonus for all other toxic substances is +1. This includes poisons, drugs, alcohol, and toxins.
6. Night services are always on
a full moon and at 1/2 moons.
Requirements
AB- Standard, AL-
L/E, WP- Lance, Two-handed sword, Long Bow, Short Sword, Whip, and Staff, AR- F.
SP- All, Animal, Astral, Charm, Creation, Divination*, Guardian,
Healing*, Necromantic, Protection,.
PW- 1) Immune to the effects of lycanthropy.
3) Moonrage. Once a month only under a moon lit sky the priest
can move and attack at (x2) normal speed for 1 round per 3 levels of experience.
5) Cleric can summon moonbeam as the spell listed in the UA at current level.
7) Character is able to polymorph/changeshape once a week into a were creature of his/her choice for 3 rounds. This power will restore 10% of lost hit points when cleric returns to human shape. The Transformation takes one complete round and all clothes not removed will in all
likelihood be ripped to shreds.
10) Shape-changing into one particular were-creature is the ability gained by all clerics reaching 10th level. The ability is totally in control of the cleric and is usable 2/day. Each such use can last up to one hour long. The cleric is
only limited in shape to what he/she has actually encountered previously.
TU - Nil
The
priests of Phasol have for centuries fought the Luthorians for the leadership role in the Evil realm. This role has turned into a hatred of Luthorians kept in check by only the greater hatred of the Funterians.
QUANTOM (greater god)
Leader of the Gods and of Time
DUTIES
OF PRIEST
1. All clerics
required to know how to determine time of day by the sun, moon, and the stars position in the sky. They are also expected to be deep thinkers and to write on their experiences with the passage of time.
2. Worshipping
at day break for 1/2 hour each day will regain all lost spells for the cleric if appropriate rest is attained regardless of
level. On the last day of the week a 2 hour vigil of incense and remembrance
is done. At least 500 gold pieces of incense collectively should be burned to
appease Quantom.
3. Keeping
good records is a necessary tool for keeping track of time and history. You are
the historians of all time.
Requirements
AB- Standard, AL-
L/N, WP- Crossbow, Doyku, Club, Sling, Mace, Staff, Broad sword, AR- A.
SP- All, Animal, Astral, Combat, Creation, Divination,
Elemental*, Guardian*, Healing*, Necromantic, Protection, Summoning,.
PW- 1) Lay hands on any humanoid creature for a
time heal. This will give 1h.p. per level of the cleric. This can be done 2/day.
3) Can cast a withdraw (same as spell) 2/day. Also
character can determine time of day/month/year in any realm or known universe.
5) Character can accelerate healing to three times the normal rate for one day to any creature
including oneself if desired. This power is usable once per week. Also clerics have the power to authenticate relics and artifacts from the past.
7) Character can cast a body-clock as in the Tome p75.
8) Cleric can do a time pool as the spell once/week.
9) Cleric can do a repeat action( Use same die next round as the current round)
11) Character can do a reverse time once per day.
All powers
go off at the current level of the cleric.
TU - Nil
Priests of Quantom are the most respected priests
in Astoria. Their
god is the one god that all Astoria can agree to. They believe that Quantom has the power over all other gods. They
also believe that without Quantom that all would cease to exist.
The priests of
Quantom have a great deal of knowledge. They are the largest church in
Astoria and have the 2 largest libraries. They have the best teachers and the second best resources to work with.
Their ability to teach is the only real source in Astoria. There are over 2 hundred schools run by the Quantom priesthood.
Rex (Demi)
God of the Dreadnaughts
Duties of priest
The priest must
devour an entire human at every worship day.
This is easy for
the dreadnaught priest both in access and ability.
Every year on
the same day the priest must return to Archomodium or be destroyed by prime material energy build up. If character is stuck in prime, it will be 365 days from last trip to Archomodium before self destruction.
Requirements
AB-Strength=19, Wisdom=12, Constitution=16, AL-*/E, WP- Any, AR-A.
SP- All, Astral, Combat, Divination*, Guardian*,
Healing*, Protection, Summoning.
PW - 1)
Can blink as per spell (x2) per day.
3) Can cast a dimensional warp 1/week stoping all
dimension traveling in a 50Ft radius for 1 turn. This does affect bags of holding. ie. All dimensional portals close.
5) All characters attacking or using psionics will harm the brain disrupting all
psionic ability 2/week for 1/turn.
7) Any group of wounded dreadnaughts can touch the priest and be cured of all damage
in the previous round 5/day. The ability will work five rounds in each day. Can affect as many characters as can touch the priest in one round.
9) On holy days the priest can call forth weather control for up to 5 full rounds. This will do wonders in battle.
TU -Turn
Rex only allows non human
worship. Mostly this is Dreadnaught, Murk and Lizard men. Rex is a weak god in the Astoria myth. He ascended to the position during the time of the invasion of the initial dreadnaught
attacks so many years ago.
SPRAYE (Intermediate god)
Goddess of
the Sea and Storms
DUTIES
OF PRIEST
1. Daily
bathing is essential to daily ritual. This may be done at any time of the day. The water should be of the purest available quality whenever possible.
2. Characters
have cleaning rituals at each bathing. They also perform a great deal of ceremonies
under or near water.
3. Priests
of Spraye commonly are great swimmers and also take up other adventures that are water related.
4. Certain
types of marine races are typical patrons of Spraye including tritons and aquatic elves.
Spraye does not have land locked worshippers.
5. All clerics
of Spray gain a +2 to all fire based saving throws.
Requirements
AB- Standard, AL-
C/G WP- Military fork, Harpoon, Crossbow, any other Bow, Sling, Club, Staff, Dagger,
and Mace, AR- B,F.
SP- All, Animal, Divination*, Elemental water,
Healing, Plant, Summoning, Weather.
PW- 1) Can hold breath 2 times as long as any other human. Also character can breath water 2/turns per day per level.
3) Can walk on water 1 round/level.
4) Grows gills and can breath water when needed.
5) Can swim at 3" over normal allowable speed. 15"
in my realm. Part of the speed comes from fins between fingers.
6) Can summon 10-40 fish 1/week to do bidding, must be non violent action like blocking passage,
or slowing pursuit.
8) Can shapechange into sea horse, porpoise, or dolphin for 2/turns per level above 8th.
10) Can summon a water elemental of 10hd and control it absolutely.
At 11th level the cleric can summon a 11hd elemental. At 12th level a
12hd monster and so on up to 20th level. No concentration needed.
11) Airy water continuously- also can withstand any pressure underwater. Character can also move underwater with total free action
even when attacked with hold spells or fish paralysis.
12) Beyond all of the above, the cleric can shapechange into any marine creature (as allowed by Dm.) at will and gain
hit points of curing when doing so equal to 1d6 or 10-60% of those lost. This
does not require significant thought and therefore allowed with any other action. The
cleric is allowed to shapechange into a dolphin and swim away or also turn back into human form and cast a spell.
TU- Nil
Veagar (Lesser god)
God of Gambling,Theiving
and Unscrupulous Behavior.
Duties
of priest
1. Symbol
is set of dice
2. Priest
must gamble each week
3. Travel
is essential to priest and they do so each day if at all possible.
4. Ripping
people off, is a common hobbie of all priests of Veagar. They often have an entire
market blocked off to they business in a small town.
5. Poison
is accepted as the edge gaining in a fight.
Requirements
AB-Standard , AL-N/E
, WP-Dagger, Club, Knife, Mace, Short Sword, Shurikin,Spear, Staff, Throwing dagger,
AR-A.
SP- All, Creation, Healing*, Necromantic*, Protection,
Summoning
PW- 1) +2 to all saving throws.
3) Priests gain +25% in commerce dealings
5) Priests gain ability to increase chance before a roll is made. If said "I want to increase luck, 1/day a second roll can be made.
7) Ability to avoid combat 5/day. When actions
are called the character merely rolls %. There is 10% +1 per level of priest that the priest can avoid being, by parrying and dodging. This failing the attack rolls are made at -5. Two attacks,
from a single opponent or two opponent swinging once can be countered.
9) +3 to all thrown missile attacks
11) Priest gains ability to create poison
TU - Nil
LORE:
Veagar helped Luthor but never was actually banished.
He assisted Luthor by having his wife freeze Marleena and then helped cover up the plot. He accepted a lesser role under Luthor and now enjoys having his avatar roam the cities of Astoria playing with those who are fun to mess with.
He still searches for the greatest prank.