Deity name: Canrill
in charge of: god of air
tithe: 10 percent
animal: eagle
symbol: a fist full of lightning bolts on a black background
Clerics can be: male or female
wear on
head: bare or helm
body: tunic battle: tunic over armor
colors: white
Holy Symbol shape: /\ — \/ made of silver and consecrated at nearest temple
requirements to join: 1. must worship at a temple if live in a city
2. must worship in a natural setting if live in the country or a sparsely populated area 3. must permanantly attach self to a temple, this is the only place where the character is able to gain Commune, Word of Recall, and receive 6th and 7th level spells.advantages: 1. spell Wind Walk 7 turns per level duration and for every 7 levels, up to level 23, can carry another person
2. opponent is -2 SR when this character casts a Sanctuary spellSacrifices: when : Holy Day is a red sunrise what: cow every full moon where: temple or grove
Deity name: Yulhenra
in charge of: god of epidemics
tithe: 15%
animal: carrion bird
symbol: 3 demon heads
Clerics can be: any
wear on
head: pointed cap or pointed helm
body: tunic or armor
colors: muddy yellow
UnHoly Symbol shape:
requirements to join: 1. do evil acts to people not of this religion 2. travel about the countryside preaching to rich and poor alike
advantages: 1. immune to fevers 2. 1% chance the deity is watching an evil deed performed by a cleric and 5% chance will give an evil doer a disease causing items if more than 500 characters are affected by the evil act.
disadvantages:
Sacrifices: when : full moon what: gems where: temple
Deity name: Besuu
in charge of: goddess of love, beauty, and passion
tithe: 7%
animal: dove
symbol: sea shell
Clerics can be: female only, charisma must be 15 or higher
wear on
head: bare, When adventuring wears a metal skull cap (AC 4)
body: tunic battle: tunic over armor
colors: ivory
Holy Symbol shape: circle with horizontal cross-bar and consecrated by the nearest temple of this sect.
requirements to join: 1. wear hair long always
2. 1st-4th level serve sect by helping people, healing, and sharing knowledge. 3. 4th through 6th level be a messenger for the sect, fight by going on quests that rid the area of evil or whatever the higher level clerics require. 4. 9th level must find a cleric of ‘Hunters of the Red Moon’ sect and become his advisor and consort but most definately not from a subservient viewpoint. 5. must worship at a temple if live in acity 6. must worship in a natural setting if live in the country or a sparsely populated area. 7. must permanantly attach self to one temple, this is the only place where able to; Commune, Word of Recall, and receive 6th and 7th level spells. 8. Must never compare beauty to and charms to that of the goddess Besuu ( That is a lot of laws for a chaotic religion, but 1, 4, 7, and 8 must be obeyed.)advantages: 1. with the high charisma, except for avoid women haters, a member of this sect will better be able to influence others.
2. 10% resistance to Charm Person when higher than 10th level. 3. when traveling across the ocean there is a lesser chance ( DM knows ) that a destructive storm will either arise near or harm the ship a member of this sect is traveling on. 4. can call upon the ‘Hunters of the Red Moon’ sect for aid, Holy Water, and a place of rest. (but not for any non-member of ‘Doves of Khlor’.)Sacrifices: when : Holy Days are in the Spring what: doves every 10 days and artistic creations in the spring where: temple working at/with.
Deity name: Zaa
in charge of: thunder
tithe: 7%
animal: eagle
symbol: lightning bolt
Clerics can be: Male, Female, or non-human
wear on
head: feather covered leather skull cap or brown helm
body: amber tunic or amber tunic over armor
color: amber
Holy Symbol shape:a silver cross
made of silver and consecrated at nearest templerequirements to join: 1. must worship in an open area 2. must have a number of personal magical symbols and relics based on visions, one of these must reflect the deity 3. place of rest ( permanent dwelling ) is taboo to all others. When adventuring the character must sleep separately from the rest of the party, but not outside the defensive circle.
4. for any spell controlling anything, the cleric must have a part of that whic the character wants to control. 5. a large fire is necessary to control devils or demons ( such as a Protection from Evil, 10’ radius )advantages: 1. +2 Saving roll due to #2 above 2. can use a long bow, magical or non-magical 3. 50% chance can cast Control Weather and under the proper weather conditions, will get rain. 4. +5 hp when casts Flame Strike
Sacrifices:
when : Holy days, solstices
what: offerings, varies
where: temple
Deity name: Karillan
in charge of: god of the dead
tithe: 9%
animal: dog
symbol: white crown
Clerics can be: Male or Female
wear on
head: bare or helm
body: green tunic or green tunic over armor
colors: bright green
Holy Symbol shape:a silver cross
made of silver and consecrated at nearest templerequirements to join:
1. males must shave heads after 6th level 2. females must keep hair long always 3. must always fight against, by what ever means is necessary, the Silent Ones of Kran who deity is Skran. Their symbol is a coiled cobra. Their colors are black and emerald. They wear a black helm and leather tunics. 4. 1st to 6th level serves people with healing, knowledge and the like 5. 7th to 10th level serves heads of the temple.advantages: 1. do a great deed for the church will receive a Wish ( 5% chance) 2. +2 hp per Cure Light Wounds 3. +5 hp damage when hit a cleric of the Silent Ones or Kran or a Minion of Skran ( they get the same against clerics of this church).
Sacrifices:
when : Holy days, fall equinox, and spring equinox
what: semi-annually
where: temple