Alamant, Lord of Earth (Dwarf, Giant, Half-Drow, Half-Giant, Half-Orc, Human) Requirements: Str 9, Con 9, Wis 9 A powerful diety, followers of Alamant are among the most influential in all of Dungeon World, though not for unfounded reasons. Once it is stated in history that when the followers of Alamant demanded that the people of Dungeon World take better care of the caves they lived in; they summoned great beasts that nearly annihilated the entire populace of each of the major civilizations. A certain amount of respect is given to anyone following in the light of Alamant, just for those bearing the robes. Followers of Alamant are permitted to wear any armor, although most commonly, they wear some form of leather or hide because it has closer ties to the earth. When seen in public, they are adorned in brown and green robes and are easily identified by the symbol of a rock worn around their necks. Most of the time this rock is a piece of cut obsidian or some other black rock, though some of the lesser followers are known to wear pieces of granite or other similar rock. Followers of Alamant are permitted to use only certain weapons, including all bludgeons and both one-handed and two- handed picks. Despite their relatively limited access to weapons, followers of Alamant are able to employ a number of special powers. At sixth level, a priest of Alamant can transmute rock or earth into water, mud, dust, or steel once per week. It affects an volume of 100 cubic feet per level, and is used mainly in proving a point to destroyers of the earth. At thirteenth level, the priest can summon an earth elemental (as the spell) once per day to perform a service for the priest. Note that this ability can only be used in order to protect the land, and if the priest attempts to summon it for his own use, the elemental will have maximum hit points and turn on the priest himself. The summoning takes a full turn, but the elemental will do as the priest commands so long as the purpose is true. Followers of Alamant can turn undead as if they were one level lower, since undead are sometimes employed to reap destruction on the forces of the earth. They also are granted access to the following spheres: all, animal, charm (minor), combat, creation, elemental, healing, plant, protection (minor), and summoning. Dalitas, Goddess of Life and Healing (Human, Dwarf, Half-Giant, Giant, Half-Drow, Half-Orc) Requirements: Str 9, Con 12, Wis 12 One of the most common religions, priests of Dalitas are highly revered because of their influence. Never seen to shed blood, they have been known to quell entire revolts by a simple prayer. They hold all life sacred and mourn for all who lose it. Due to their pacifistic nature, priests of Dalitas start off with only one weapon proficiency, which can be only some sort of bludgeon, usually with the quarterstaff. They are allowed to wear any armor up to chain mail, but nothing more and hardly ever more than leather. They have specific robing that ranges from a soft blue to a soft red. Only the highest priests are adorned with the white robes. Their holy symbol is that of a seed or egg, symbolizing life. Priests of Dalitas will hardly ever resort to physical violence, and if possible will abstain from such actions that lead them do battle. They will always try to talk their ways through a sketchy situation and are very hard to anger. As such they are influential figures in both civil and governmental issues. In regard for their loving view of life, they do everything they can to uphold life in all its forms. As such they are able to turn undead as if they were a level higher. Furthermore, priests of Dalitas are able to hold onto life a little better, so they make saving throws with a +1. Once per day, they can lay hands on a person. This can serve a variety of purposes. First, it is able to heal one person up to 3hps per level. Secondly, it can neutralize any natural poison. Thirdly, against magical poisons and diseases, it allows the victim another saving throw with a +1. Lastly, against magical diseases (such as mummy rot), it allows the victim another saving throw (or a first one if one wasn't permitted originally. Priests of Dalitas have access to a very small number of spheres: all, creation, divination, healing, necromantic, and protection. Lastly, they have an accelerated spell progression. They can cast an extra spell per spell level (like specialists). Drakken, Seeker of Souls (Human, Half-Drow) Requirements: Con 15, Wis 13 Followers of Drakken are an assorted lot. In a general sense, Drakken is the god of Death to both the humans and drow. However, the following is very diverse in its general purpose. Therefore, there are many priests who believe much differently than some other priests in the same sect. Althought most are seen with disgust, several have managed to attain some amount of fame. The general disgust felt by most is wrought from ages of Drakken priests mindlessly slaughtering hundreds of people in the glory of his grace. Such things happen with rapid infrequency these days, though the occasional fanatic has been known to kill himself in order to get closer to his true purpose. The robing of the Drakken priests is very specific. They are to wear black robes at all times, although they may wear anything else underneath. They are permitted to use all armor, some even painting entire suits of plate mail and chain mail black, just to be closer. The robes are exquisitely made pieces, often embroidered with nearly invisible thread, visible only to close meticulous inspection. Priests of Drakken are allowed a relatively set selection of weapons to use. They can only use bludgeons as primary weapons, although many carry around (and know how to proficiently use) knives for the many difficult ceremonies they undergo at their masses. Priests of Drakken look at death in a very specific way. They are quite often fanatical about the purity of the body at death and the calmness after death. They see the undead as horrifying objects of destruction, bringing about death in an unpure way. To this end priests of Drakken will specialize in a single undead creature (usually of worthy note like vampires and liches rather than skeletons or zombies), and are able to do some pretty amazing things against them. First, when facing these creatures, they are able to turn them (if they choose to do so) as if they were three levels higher (and can turn all other undead as per normal). Secondly, when fighting these creatures in melee combat, they attack with a +2 to hit and do +2 damage on a successful hit and receive a -2 to AC when defending against them. In any case where a save must be made through the undead's actions, the priest receives a +2 to saving throws. Lastly, priests of Drakken have relatively small access to the priest spheres. They are allowed to use spells from the following spheres: all, combat, creation, divination, elemental (minor), Healing (minor), Necromantic (minor), Protection, and Summoning. Iskard, the Keeper of the Balance (Orc, Half-Orc) Requirements: Str 10, Int 10, Wis 12 Cultists of Iskard, the Orcish God of Balance, are completely devoted to keeping the balance of law versus chaos. In order to maintain this balance, they make great use of the "cleansing flame," and great displays of force. Although from the outsider's point of view, they appear quite chaotic in nature, they have a very methodical way of looking at things. If they are forced to do something to upset the Balance, they tend to set themsleves on fire. After being cleansed, they go at great length to find what they perceive as an appropriate retroactive action to their misdeed. They pursue this end obsessively, and many find it irrational at the very least. The Cult of Iskard is a very secretive organization, and only a select few can identify them with any sort of accuracy. Even the location of places of worship are kept hidden from the public. They are rumored to kidnap people in order to gain new converts. Convert or be destroyed for upsetting the balance. Despite this, they seem to only recruit orcs and on the rare occasion, half-orcs. Although the Cult of Iskard has no real power in any of the "civilized areas," they have enough power and secrecy to take matters into their own hands. If the cultists are caught and persecuted for some illegal action, they stick to their beliefs and only reveal that they did it under godly influence. As a whole, the cult is not highly regarded anywhere, but it is secretive enough to be able to function without too much hindrance. Cultists of Iskard tend to embellish flames, often wielding huge bladed weapons in order to show their superiority. The blades are often painted red and orange to depict flames. Followers tend to dress in flamboyant reds and oranges, occasionally donning black and yellow or blue, but with a long explanation behind it, which they explain if confronted with the clashing assortment. Once per day, cultists are able to invoke the essence of Iskard into their weapons to set the weapon on fire. The weapon is treated as a +1 magical flame weapon for 1d10 rounds plus one round per level of the cultist. If the victims of the cultist are particularly vulnerable to flame or heat, the weapon flares up and does an extra 2 damage per hit from flame damage. Against undead, which are a direct violation of the balance, the weapons are considered +3 weapons and does an additional 2 damage per hit (for a total of +5 damage). This ability is only used in special cases where a great wrong has been done against the balance. If the usage of this ability is unfounded, the weapon simply will not ignite. Followers of Iskard are granted usage of clerical spells from the following spheres: all, combat, chaos, divination, elemental, guardian, law, protection, healing (minor), and necromancy (minor). Since undead are in direct violation of the Balance, cultists are granted the ability to turn undead though only as if they were two levels lower. Kasman, God of Good (Human, Giant, Half-Giant, Dwarf, Half-Orc, Half-Drow) Requirements: Con 10, Wis 13, Cha 9 This is one of the largest organized religions in all of Dungeon World. It was started long ago, when the first six cursed arrived and has remarkably survived since. Believers of Kasman follow a relatively broad sense of the idea of good. Some take it that they must obliterate all evil as their life's purpose; others simply seek to gain acknowledgement among others of the power of good. Very few of the priests feel any real connection with their belief, but they still follow it because they feel it is for the greater good that they do. Those who gain the benefits of being recognized by Kasman or any of his avatars, tell their tales in their sermons to the public. Followers of Kasman can be easily recognized by their clothing. Quite often the lower orders are adorned in light colored clothing with not much restriction to them. When encountered outside of the church, possibly out to spread the word or even to eradicate evil, they are quite often employing of chain mail and using large maces or morning stars. These are the factors that signify to others that he is a priest of Kasman. Although they are free to choose any bludgeons to be proficient in, most often they employ the use of flails, maces, and morning stars. They quite often only use metal armor, but they are seen rarely in leather or studded leather. Followers of Kasman have a wide selection of spheres to choose from. They have major access to the following spheres: All, Animal, Charm, Creation, Divination, Healing, Necromantic, Protection, Summoning, Sun; and minor access to Combat, Guardian, and Plant. Priests of Kasman can turn undead as per normal clerics. Once per week a priest can lay hands (like a paladin) to either heal 2hps/level of the priest or remove poison. This action takes one round with an initiative modifier of 5. This ability can only be used on others to help them, not for self gain (in other words, the priest cannot use this on themselves). Mayralla, Goddess of Revelation and Enlightenment (Human, Half-Drow) Requirements: Int 10, Wis 10, Cha 9 This relatively small organization of religious fanatics are bent on the discovery and revelation of the tightest held secrets of everyone, everywhere. Hardly known to exist at all, priests of Mayralla are rumored to know something bad about everyone. However, bent as they are about secrets, they have managed to keep their existence relatively hidden. When questioned through even the most powerful of diviner magic, they are able to hold their tongues and lie. This power has led them to become one of the most feared religious powers ever. What most don't understand however, is that priests of Mayralla are truly hiding a greater secret known not even by the priests themselves. Mayralla is really only a front for Teelia, Guardian of Mysteries, who knows everything but keeps it safe for the sake of society. Teelia is not known to those not of her faith. She guards a mystery that everyone at some point needs, but can never have. The priests of her devotion work at an endless task at keeping knowledge away from the general public for their own protection. Mayrallan priests work at finding out the mysteries of the world, but do nothing about them; they understand that their work is merely to help Teelia in her more grand task. It is the wish of all Mayrallan priests to be accepted into the Teelian society when they come of age. Priests of Mayralla guard secrets vehemently, and refuse to give up any secrets they know, even if under magical charm. If the spellcaster is more than two levels higher than the priest, then there is a 5% chance per level over the priest that the priest will falter a minor, insignificant fact. This refusal to give up knowledge is protected by Mayralla herself. Priests of Mayralla are able to use prayers from the following spheres: all, astral, divination, numbers, healing (minor), guardian (minor), protection (minor), thought (minor), and time (minor). They are not granted the ability to turn undead, but are able to speak with dead after they have attained 5th level, and only once per week. This ability can only be used to divine useful knowledge from the dead personage. Priests of Mayralla can only use blunt weapons, but are not allowed to wear armor heavier than studded leather. Teelia, Guardian of Mysteries (Human, Half-Drow) Requirements: Int 14, Wis 12, Cha 12 This very powerful sect of religion is vastly unknown to the general populace. Through divine power of Teelia, the existence of those participating in her service are protected from a great number of influences. Only a very small number are a part of this sect due to its secret nature. Priests of Teelia were once priests of Mayralla who have undergone the training to "the greater purpose" of Teelia. The initiation ceremony is long and grueling, and only those of high faith are allowed to undergo the ceremony at all. In all records, the lowest level priest initiated into this faith was of seventh level, though most averaged ninth or tenth. Upon finishing the ceremony, the priest is almost transformed into another being altogether. First of all, the priest chooses a name by which he will be called. His former name will not be given even under the influence of a wish spell or other greater power. Only those that are a part of his sect are aware of the former name, and will also never reveal it even under great durress. This new name serves as the priest's calling. Only a select few know of this name either, for the priest must be willing to give away knowledge about himself in order for others to learn anything. Secondly, physical features and traits are changed ever so slightly to make the priest look a little more "nondescript." These changes are relatively insignificant, but necessary to maintain the general nature of the sect. The changes simply make the priest look a little more like everyone else, and therefore is very hard to pick out of a crowd on just a description. Thirdly, all knowledge about the former following of the priest is essentially hidden from others. Any time an occurance demanded the presence of the former priest of Mayralla, the reflecting person will vaguely remember another presence there, but can never seem to put their fingers on it. Most importantly, this protects the former identity of the priest to make him even less obvious in the minds of others. Priests of Teelia are cryptical. The training they underwent left them very prepared to undergo any number of treatments. It is said that they can never reveal any information about anyone else, unless given leave by Teelia herself. For this reason, most charm spells automatically fail on priests of Teelia. Other divining tactics, whether spell or otherwise (torture for instance), are utterly ineffective and will not produce any results, not even misleading information. Even when put under the pain of torture, the priest will never reveal anything, and the pain will be lessened significantly, due to the special training the priest had undergone. In such cases, pain is essentially null, and the priest can voluntarily pass out and appear dead at will. Priests of Teelia are simply advanced priests of Mayralla and therefore are offered basically the same spheres to choose their spells from. They have access to the following spheres: all, astral, divination, numbers, healing (minor), guardian, protection, thought, and time (minor). Furthermore, although they cannot turn undead, priests of Teelia have the special ability to speak with dead in order to gain more information. This ability can be used up to one time per day per level of the priest. Priests of Teelia are allowed to use any weapon that is concealable, such as a dagger or knife, but excluding bulky clubs and the like. Also, along this vein, Teelian priests can only use light armors, the heaviest being studded leather. Tramouth, Lord of War (Giant, Half-Giant) Requirements: Str 13, Con 10, Wis 9 Although a relatively weak devotion, priests devoted to Tramouth deserve a certain amount of special respect. The one main power behind the devotion is the presence of giants and half-giants in any sort of prayer. Only those of these two races can (or would) worship Tramouth because it is a simple, and barbaric religion. Priests of Tramouth are natural leaders, and can raly any number of troops with inspirational talks in any number of ways. They often are the strongest of the group, though have been known to possess superior intelligence in the way of war tactics to further benefit their beliefs. When created, priests of Tramouth automatically gain the nonweapon proficiency of war tactics and strategy. Priests of Tramouth are inherently obsessed with war and the furthering of destruction in order to further Tramouth's purpose. In certain cases, this obsession has lead to mass hysteria of people in the area. A priest of Tramouth can incite those around him to a berserker rage, with some success, depending on the situation. The priest can incite as many people who are not bearing of ill-will against him equal to double his level. If they are against the priest, there is a 1% chance per level of the priest to succeed. For those who are basically neutral towards him, this percentage is given a bonus of 50%, and for those who are personally agreeing with the priest, the bonus is 75%. The berserker rage is essentially the same as for giants, with the following exceptions. The priest can incite non-giants to rage for a number of rounds equal to his level with the bonuses as outlined for giants. Half-Giants can be incited for a number of rounds equal to one and a half times the priest's level. Giants can be incited for a number of rounds equal to twice the priest's level. This inciting only works on those who understand what the priest is saying and only works on creatures of intelligence. Beings coming out of the rage suffer all of the ill- effects as outlined for giants. Although priests of Tramouth are extremely powerful in their inciting of others, they are lacking of priestly powers in comparison to others. They are unable to turn undead at all, and have access only to All, Combat, Elemental, Plant (minor), Summoning, Sun (minor), and Weather (minor). Priests of Tramouth are allowed to use any weapon, preferring rather large, powerful weapons in order to more properly impress others. They are granted the use of any type of armor, and are quite often seen wearing anything they are able to afford in their meager standings. Despite this, priests of Tramouth are fanatical and devoted to their work, driven as they are by a greater purpose. They see no need for order in reality, and relish in their work of destruction. Tramere, God of Wealth and Prosperity (Dwarf, Human) Requirements: Int 9, Wis 9 Followers of Tramere are a well respected lot, though most consider them little more than fortune tellers, and even more contribute their success to mere luck. They serve the communities of Dungeon World in many ways; serving as accountants, and money handlers. They quite often are seen blessing people for the future. As a whole, they almost always resort to conversation, and are commonly seen in a tavern telling fortunes as entertainment. Despite their care-free attitude, followers take their beliefs very seriously and will quite often be internally be angered by anyone questioning their validity. They tend to make excellent storytellers and will hardly ever resist the temptation to tell one. In their first year of apprentiship with the temple, they are exposed to immense tombs and books concerning local and world history, and are told to memorize all of it as an exercise. Toward this end, in order to keep history the way it is, they tell stories about the past with very little alteration from the truth. Their fortellings of the future often are told in riddle-like and cryptical formats. To say the least, their fortellings are open to interpretation, but in the end, they almost always come true in some form or another. Priests of Tramere are not told to adorn one specific type of robing, as this is not important to them, so they are perceived in all colorings and fasions. They are allowed to wear armor only up to studded leather, though most of the time, even when travelling, they are seen unarmored. As to weapons they are allowed to use, only bludgeons are permitted, though their weapon of choice is hardly anything more complicated than a quarterstaff. Priests of Tramere are able to use a small number of powers granted to them by Tramere himself. Three times per day, they are able to use a modified form of the bless spell. Instead of the priest centering a point with a 50-foot cube area of effect, this power affects individuals. The priest can bless up to four people per two levels of experience, and the blessing lasts for six rounds. For every six levels of experience, the effects of the blessing increase by +1 to hit and saving throws. Thus a 12th level priest of Tramere can bless up to 48 people with a +3 to attack rolls and +3 to any saving throws. This ability has no effect on items (as the spell does), and the priest can't use this ability in the reverse form (such as the spell). By concentrating on specific items, the priest can determine certain pieces of knowledge from them. Although it is little more than useless pieces of knowledge concerning the item (such as who created it), when used on a very specific item, such as food and drink, the priest can determine whether or not they are harmful to the user. So although a priest of Tramere can use this power on a sword on the ground and determine it is harmful to the user, this doesn't mean the item does harm to the user, but simply means that if the user were to trip, they might land on the sword and get impaled by it. In relation to food and drink, this power can determine if the food or drink is poisonous, or otherwise harmful. The priest may use this power any number of times per day by simply concentrating on the item for one round (no touching of the item is necessary). A third power, the priest of Tramere can purify food and water once per day equal to one cubic foot of food and/or drink per level of experience. This power is much like the priest spell, and does not prevent subsequent decay by time. Lastly, the priests of Tramere have a number of spells they can be granted each day. They have access to the following priest spheres: all, charm, creation, divination, guardian, healing, protection, sun, and weather. Also, priests of Tramere cannot turn undead. Yttris, God of War (Dwarf, Human) Requirements: Str 12, Con 12, Wis 9 Although there are many different practices in worshipping the gods of war, few can contest the power of Yttris' following. A great many of his followers are made up of dwarves, but he has been known to grant prayers to some devout humans as well. Followers of Yttris are known for their exactness of thought, knowing what to do in almost every situation. If nothing else they can incite others to their cause with only a minor amount of persuasion. The robing of following is usually a dark green or blue, which to them symbolizes rationality, although no one knows why. They are permitted to wear any armor, although most use only the best of metal armors, and very few will be seen wearing leather or hide. Similarly, they are allowed to use any weapons, but most use large axes and swords and very rarely anything that is smaller than a short sword. Due to their strong influence over others, they can incite others to their cause with relative ease. He has a 5% chance per level to be able to convince someone to his purpose modified by a couple of things. First if the person is inclined to believe him in the first place or of low intelligence, he gets a 25% bonus, but if the person is ill-disposed towards him or of high intelligence, he gets a 25% penalty. Furthermore, in such cases where it may be necessary, priests of Yttris can incite those already devoted to his cause in combat by yelling at his enemies or motivating his friends. He must partake in no other action in the first round of doing so, but can do anything in subsequent rounds (such as take part in the combat). This inciting bestows on to those affected a +2 to hit and a -1 to AC. This bonus increases every five levels of experience (so at 5th level, the priest would give the incited a +4 to hit and a -2 to AC). Usually, followers of Yttris can incite up to one dozen people per level of experience, although this is of course limited to how far his voice can be carried. Since they have no unusual need to do so, followers of Yttris are not permitted to turn undead. They are granted access to the priest spheres which follow: all, animal, combat, elemental, guardian, healing (minor), plant, protection, and summoning. Grantis, Lord of Justice (Dwarf) Requirements: Str 9, Int 9, Wis 9