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Religions of the Western ContinentTable 1 shows the powers of the Erynine Pantheon, which is typically worshipped throughout the Western Continents, and their typical spheres of influence (portfolio). Click on a highlighted power to read more about that deity and their specialty priests. Table 1
Greater PowersBraxtus "The Emperor"Lord of Might (Greater Power, the Seven Heavens) Portfolio: Justice, Leadership, Fatherhood, Duty Spontaneuos Casting: Yes Turn or Rebuke Undead: Yes Domains and Class Skills: A cleric of Braxtus can chose his two domains from the following: Good, Protection, Strength, and Law. Knowledge ( the planes ) and ridding are class skills. Armor and Weapon Proficiency: While proficient with all types of armor and shields, clerics of Braxtus prefer to wear the heaviest type of armor possible. All clerics of Braxtus are granted the Martial Weapon (heavy lance) feat at first level. Special Ability: At second level and above, clerics of Braxtus are immune to normal and magical fear. Clerics of Braxtus gain a +2 circumstance bonus to the DC of the spells command and greater command. Other Notes: Braxtus is a favorite among the upper classes of Tilth society, although he is worshiped by all of the westerners as the father of the pantheon, the chief deity in western mythology, his worship comes from peoples that first settled the northern reaches of the Tilth. Loyal supporters include several holy orders of knighthood, including the Knights Protector, the Order of the Blaze, and the lesser-known Law Bearers. There are major temples in many cities in the northern sections of the Tilth, including Col Tilth, Westkeep, Cor Mir, and Muldive. Smaller temples are found in Southkeep, Petherstead, Winterhome, Bormahrl and Rastgoth. The worshippers of Braxtus favor the colors scarlet and gold. The symbol of the deity is a gold shield, with a white sunblaze behind, on a scarlet
field (sometimes crossed golden swords ablaze on a scarlet field). Dalshra
(The Magician) Portfolio: Magic,
Power Granted Powers: Specialty priests of Dalshra turn undead as clerics of the same level. From first to fifth level, specialty priests of Dalshra can learn and memorize mage spells from certain schools of magic. At first level, a priest must pick a school of magic. For each level after first until the priest reaches fifth level, he or she may choose an additional school of magic from which to learn new spells. The new school must be adjacent to a school that the priest has already chosen, and cannot be a school opposed to the original school that the priest chose at first level. All wizard spells learned are first level, are cast as a first level mage, and take the place of an existing first level clerical spell (see other restrictions below). All spells must be gathered through adventuring and training, as per the rules for a specialist mage (see PH). They conform to the rules for generalist mage in all other respects. Spells are not granted by the deity, except in rare circumstances. At sixth level and beyond, a specialty priest of Dalshra may progress in spell level and spell casting ability, learning 2nd level magic user spells at 7th, and so on. All spells are learned and cast by the priest as though he or she was a magic user 4 levels lower than his or her current level. Therefore a 7th level priest casts all magic user spells as a 3rd level wizard, a 9th level priest casts at 5th level, etc. The priest memorizes a wizard spell in the place of the appropriate level clerical spell. A priest does not gain saving throw advantages or extra spells as a specialist. A priest can never substitute more magic user spells than a wizard of the same level would be able to cast. In other words, a 7th level priest with a 14 Wisdom could cast 5 first level priest spells and four second level spells, but a 3rd level wizard (his equivalent level of casting) can only cast 2 first level spells and one second. A priest of Dalshra could therefore only substitute 2 first level magic user spells for first level priest spells, and one second level magic user spell for a second level priest spell. The priests of Dalshra may employ any item open to the cleric or magic user class. The worship of Dalshra has
spread quite rapidly throughout the western continent. Originally thought
to be a deity of ancient Mirvian or Eastern philosophy, modern scholars
now believe this power to be older than any other. There is a significantly
large temple in the town of Dove's Landing on the Isle of White, and smaller
groups of priests in large urban centers throughout the known world. The
priests of Dalshra in Dove's Landing maintain libraries of lore adjacent
to the Great Library that the priests of Sheesing
(Order of the Light Bringers) maintain.
Rif
Kalma Portfolio:
Trade, Commerce, Travel Granted
Powers At 5th level, the priests gains the ability to cast charm person or mammal once per day in addition to any other spells granted through experience. At 8th level and above, the priest can cast the spell tongues once per day. This is also an "extra" spell. Normal casting times for these "extra" spells apply. Priests and specialty priest of the order can employ any weapon allowed to the the cleric class. Although able to wear any type or armor, they favor lighter armor when practical. A practical blend of comfort, movement and protection is the goal. Priests of Rif Kalma can employ any magical item allowed to the clerical class, and can employ any item that aids/allows travel. The worship of Rif Kalma originated with the blending of cultures in the Southern portion of what is modern day Tilth. As Rudkeric peoples mixed with Corvic and Mirvic nations as the Coreal Plains dried up, new religious practices emerged among this blended nation. Originally a god of travel, Rif Kalma's portfolio quickly expanded to included trade and commerce as well. His priests have evolved in modern times from a primitive shaman called upon to bless each transaction so that the cow wouldn't die, or a bull would produce, to the sophisticated network of merchants and traders that it is today. While some members of the clergy have taken advantage of their status as priests, and become greedy and profited from the network, most priests and specialty priests see their vocation as a mission. That mission, to open new avenues of trade and travel, may play a vital role in the development and evolution of modern society, as the priesthood brings peoples of vast differences together through trade. Priests and specialty priests of Rif Kalma usually dress in simple, comfortable robes, usually of the finest quality cloth, cut according to the most current style of their locale. Outward symbols of opulence are frowned on, but small tokens of wealth are usually prominently displayed. Small items of exquisite craftsmanship and value are favored over more gaudy displays and adornments. The Order is organized around major temples, which trade goods and operate much like any laic merchant trading company. With the profits from their ventures, the priests and specialty priests explore new trade markets, research new cultures and keep accurate records and logs of their journeys for other generations to draw upon. There are major temples in Rastgoth, Col Tilth, Seavering (the Baronies), Bormahlr and Westkeep. North of the Shinning Sea, worship of Rif Kalma is more scarce, and his portfolio is often split up among other deities. Priests of the Worldly Order of Trade, Travel and Commerce (referred to by the priests and laic people as "the Order") have specific roles and assigned duties, based on their experience level. Any job found in a successful trade operation is performed by the priests, from clerk and bookkeeper to drover to caravan boss to storekeeper. Laic members of the order are also employed. Specialty priests are more likely to be found as adventurers, as the Order uses them as explorers, innovators and, in some cases, missionaries and recruiters. Many do not have specific duties, but rather are trusted to promote the order as they see fit. Specialty priests, while allowed to advance in levels and spiritual power, do not usually rise to fill positions of clerical power within the organization. It would be rare to see the high priest of a temple to have come from an adventuring background. While the Order is extremely organized and systematic in it outlook, and favors tradition and existing practice, exploration and experimentation is encouraged. New ideas are carefully considered, though the order often rejects them in favor of established (and usually extremely successful) practice. The outlook of the Order is pragmatic with respect to politics, and in most cases, is not a supporter of the monarchy or current feudal systems employed in most Western cultures. Quiet support is given to the emerging middle class and new representative forms of government, although, given a choice, the Order prefers to remain outside of politics. Charitable acts are not rewarded, nor are they discouraged. Charity, when given, is most often in the form of instruction, monetary support in the form of loans and venture capital, or similar offerings. While many of the temples feel a need to give back to the less fortunate, their ".. teach a man to fish.." approach is often seen as stingy or high-handed. [ top ] Sheesing
the White (The goddess) Portfolio:
Healing, Enlightenment Granted
Powers Because
their power is geared toward the living, specialty priests of the goddess
turn undead as if they were two levels lower. There are three sects devoted to the worship of the goddess. The Hospitilars, The Light Bringers, and the Cult of the Dreamers. Each is granted a different power, and each is granted a different non-weapon proficiency. These powers and non-weapon proficiencies are "extra," an are in addition to any powers or proficiencies gained normally. Hospitilars:
Each priest may cast a Cure Light Wounds spell, by touch, with no initiative
modifier, once per day. Priests of this sect are skilled in the non-weapon
proficiency healing. Light Bringers: Each priest may cast a Light spell, once per day. All light spells cast by specialty priest will be double duration. These specialty priests also practice the non-weapon skill healing and may read/write an additional language. Cult of the Dreamers: Each priest may cast an Augury, once per day, provided that he or she has reached the proper level, and has the necessary components, which are a combination of rare herbs that produce a slightly hallucinatory effect. Priests of the Cult gain the non-weapon proficiencies in healing and herbalism. The Worship of Sheesing is thought to be more ancient than even the Rudkeric or Malderic barbarians that first settled the Tilth 1,500 years ago, and originated, it is thought, on the Isles of White, in the middle of the Shinning Sea. The goddess has become the symbol of ultimate good in the Western Continent, and is popular among all levels and castes of society in The Tilth. Adventuring priests tend to either be from The Order of the Hospitilar or from the Cult of the Dreamers. The former promote charitable acts and staff hospitals and infirmaries all over the Western Continent, and worship Sheesing as the goddess of healing. The Cult of the Dreamers worship her as the goddess of enlightenment, and seek her enlightenment through the use of rare herbs that produce "visions." These herbs make up the center of practices of this cult. Each priests must seek the herbs in exotic locals, so while there are very few members of the Cult,they are almost always adventuring. The Light Bringers also worship their goddess as the goddess of enlightenment. Their order is centered mostly on the Isles of White, at Varstahl. There they tend the largest library in the Western (and perhaps all) the lands. Fewer than 1 in 10 of this order are adventuring priests. * Priests of Sheesing will never cast animate dead. [ top ] Stanson
the Champion Portfolio: Victory, the Unprotected, Hunting, and Sports Symbol: A War Hammer Spontaneous Casting: Yes Turn or Rebuke Undead: Yes Domains and Class Skills: A cleric of Stanson can chose his two domains from the following: Good, Protection, Strength, and Sun. Knowledge (nature) and Wilderness Lore are additional class skills available to clerics of Stanson. Armor and Weapon Proficiency: While proficient with all types of armor, clerics of Stanson prefer less encumbering types (i.e. light and medium armors). All clerics of Stanson are granted the Martial Weapon (war hammer) feat at first level. Special Ability: Due to the god’s size and dislike of evil giants, clerics of Stanson are able to better channel divine energy when casting the Righteous Might spell. This spell functions normally for clerics when they are first able to cast it (9th level). At higher levels however, the enlargement bonus to STR increases. At 11th level this bonus increases to +5, at 13th it becomes +6, at 15th it is +7, and at 17th level the bonus to STR becomes +8. Only the bonus to STR changes. The cleric’s size still only becomes one step larger. Other Notes: Priests of Stanson live for action and adventure. He is a very popular choice among adventuring clerics, and sometimes bards. Clerics of Stanson always seek victory in combat or sports, success in hunting, and above all value fighting evil or injustice, especially against overwhelming odds. Some priests have been known to fight against what they believe in, simply because the odds were so great against the opponents. Because they tend to favor the disadvantaged, priests of Stanson are rarely called upon to be judges or arbiters. In addition to the normal charge of upholding the god's portfolio (fighting for those not capable of fighting back, seeking victory in combat and sports, etc.) priests of Stanson are required to hold festivals and tournaments in theirs god's honor. Festivals always involve story telling, especially tales of victory and battle, and feature wild caught game. Tournaments tend to be athletic contests. Although these tournaments are not usually martial (not jousts or duels), they are none the less rugged. Favored sporting events are wrestling, boxing, running, especially long distance, and horse or chariot racing. Often times, they are a no-holds-barred free-for-all affair. [ top ] Lesser PowersCrestus
The Soldier
Portfolio:
Soldiers, Mercenaries Granted
Powers: Once per day, a priest of Crestus can cast a Sanctuary spell. This spell is granted in addition to any other spell due to the priest for wisdom (it is an "extra" spell), and it has an initiative of 1. Crestus is the favorite of the common soldier and professional mercenaries. He is nota favorite of officers, or the upper class (nobles). Priests are trained to tend to the needs of the soldier, and to lend support, not to fight battles for him. [ top ]
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