Aalat, Lord of Air (Human, Dwarf, Elf, Half-Elf, Half-Orc) Requirements: Str 9, Dex 9, Wis 9 Perhaps one of the most influential of the four elemental powers, followers of Aalat are revered and feared for their intense powers. Although they receive few prayers individually, many can invoke some very powerful effects with a minimal amount of power. Followers of Aalat are directly affected by the weather of a given day. On a windy day, he is elated and happy; but on a still, calm day, he is cautious and paranoid. Priests of Aalat are often seen in all walks of life, though many end up later in life in a special environment as a hermit in a foreign land. They are identified by their sky blue robes and their lofty attitudes. They are quite often perceived as arrogant and aberrant and are relatively difficult to get along with. The holy symbol is a blessed leaf, which is kept alive in falling from a tree by the winds of Aalat. Priests of Aalat are not allowed to wear armorand cannot use shields, for they restrict movement, and the freedom of movement is godly. As well, followers of Aalat quite often do not employ weapons. In fact, many are masters of punching. Those that are not, use slashing blades. Only a few slashing weapons are permitted, dagger, sabre, long sword, knife, rapier, and broad sword. Priests of Aalat cannot turn undead, for they do not influence the element of air. As an initiate, a priest of Aalat can produce the effects of a spectral force spell once per day. Also, when in open air (as in flying or simply not in contact with any of the other elements), the priest of Aalat is completely at home, suffering no penalties that might normally be afforded. At third level, the priest can produce wind as the gust of wind spell twice per day. At the seventh level, he can produce gale force winds once per day. At tenth level, a priest of Aalat, in order to prove the power of air, can temporarily stop someone's breathing. Never long enough to actually kill the person, the priest can choose to keep air from the person long enough to knock the person out from lack of air. This person in general has to be doing something which opposes air. At thirteenth level, the priest can summon an air 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 air, 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. At 17th level, the priest can travel and survive in the elemental plane of air. Priests of Aalat have only a limited selection of prayers to choose from, and progress as if they were a level lower than they actually are (though they start as 1st level spell-casters). They have access to the following spheres: all, charm (minor), combat (minor), creation, elemental, healing (minor), protection (minor), summoning, sun, and weather. Alamant, Lord of Earth (Dwarf, Elf, Half-Elf, Half-Orc, Human) Requirements: Str 9, Con 9, Wis 9 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 or vise versa once per week. It affects a 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. At 17th level, the priest can travel and survive in the elemental plane of Earth. 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, Elf, Half-Elf, 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, 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) Requirements: Con 15, Wis 13 Followers of Drakken are an assorted lot. In a general sense, Drakken is the god of Death to the humans. 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. Although 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. Against all other undead, the priest turns as if he were a level higher. 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 weapon is 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, Dwarf, Elf, Half-Orc, Half-Elf) Requirements: Con 10, Wis 13 This is one of the largest organized religions in all of the known world. It was started long ago, though no one can remember exactly when. 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. Priests of Kasman can imbue a special form of Protection from Evil on others. Once per day, the priest can protect one individual (not himself) with a limited kind of protection from evil which allows the player a +1 save vs saving throws caused on him by evil foes, a -2 AC when attacked by evil foes. The priest himself receives a +1 to save against evil forces and a -1 to AC when attacked by evil. Ragalak, Lord of Water (Human, Dwarf, Elf, Half-Elf, Half-Orc) Requirements: Dex 9, Int 9, Wis 9 The powerful god Ragalak is most personified in the nature of water. His followers are well identified with these qualities as well. Calm, serene, flowing, tumultuous, and unpredictable. They can be found in virtually all walks of life, though the dwarven representation is relatively small. Ragalak meddles in the affairs of all sea-faring beings, and it is rare to find a boat without a devout follower on board. Priests of Ragalak are identified by their sea-blue-green robings, though none really wear robes. Most of the time, they are found in breeches, for these are more conducive to swimming. They are sometimes affected by the weather surrounding them. On extremely sunny days, they are rather sullen, and sweat profusely. But on rainy days, they are happiest and are hard to discourage. The holy symbol is a small piece of coral or a shell of an oyster, symbolizing the life within the water depths. Priests of Ragalak are permitted to wear armor up to their standing in the belief and training. At first level, they can wear any armor up to scale mail. At fifth, they can use chain mail. At tenth level, they can wear plate mail, but that is the best they can wear. Often, the armor will be painted blue-green, or ornamented with metal sea-weed. They are permitted to use any piercing weapon, as well as the net. Most often they employ a trident but the spear and the rapier are common as well. Priests of Ragalak can only turn some undead. Those water-based undead can be turned but only as a level lower. As initiates, priests of Ragalak can swim in water without hindrance in armor from scale mail or lighter. At fifth level, priests of Ragalak are able to swim in water without hindrance with armor up to chain mail. Also, they can breath underwater for one hour each day. At tenth level, they can imbue others with water breathing for half an hour, three times per day. At thirteenth level, they can summon a water elemental to serve the purpose of Ragalak. They can do this only once per week and it takes a full turn to complete. This summoning must be in direct purpose to Ragalak, otherwise, the summoned water elemental will be of maximum hit points and attacks the priest. Also at this level, the priest is effectively under a permanent free action spell, though only when under water. They can breathe underwater freely and imbue water breathing to others for an hour at will. At seventeenth level, the priest can travel and survive in the elemental plane of water without harm. Priests of Ragalak have only a limited selection of prayers to choose from, and progress as if they were a level lower than they actually are (though they start as 1st level spell-casters). They have access to the following spheres: all, charm (minor), combat (minor), creation, elemental, healing (minor), protection (minor), summoning, and weather. 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 the known 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 two people per level 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 24 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 arepermitted 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. 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 four levels of experience, although this is of course limited to how far his voice can be carried. The effects last for three rounds per level. Priests of Yttris are naturally built like warriors in their training and thus gain both the ability to use exceptional strength and high constitution hit point bonuses. 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 Lydia, Goddess of Beauty and Charm (Human, Elf, Half-Elf) Requirements: Wis 9, Cha 14 Phyrnis, Lord of Fire (Human, Dwarf, Elf, Half-Elf, Half-Orc) Requirements: Str 9, Int 9, Wis 9 Thoran, God of Health (Human, Dwarf, Elf, Half-Elf) Requirements: Con 15, Wis 9