RELIGIONS AND CHURCHES
In this game there are beings of vast amounts of power, called deities. The
most powerful of these deities are called the Eleven Elder Gods. Their churches
can be found in every major city, and in almost every decent sized town. Even
small villages will usually have at least one shrine where the locals will go
to pray to one or more of the gods.
Throughout the eons of existence the Elder Gods have discovered or
created other beings with similar, but lesser powers. The Lesser gods, Demigods, Dominions, Devils, and Elemental
Lords are all examples of these lesser powers. The Lesser gods are usually children of the Elder Gods,
while the weakest deities are the Demigods. Demigods are the children or creations of a deity and an
immortal being, such as a demon or angel.
The devout disciples of the deities are called ministers. Ministers teach others about
their chosen deity, and the ways of the church. Some ministers remain at a
temple to teach and preside over services and rituals. Others wander the land,
bringing the truth of their church to lands and peoples that have not entered
into a church. Still others go about with a group of wandering adventurers,
providing divine assistance and (usually) a cool, level head.
The ministers of each church have special abilities, powers, or bonuses that
have been bestowed upon them by their patron deity. Ministers may also pray to
their deities for aid and assistance.
However, no gift is truly free. Along with special abilities comes
certain restrictions or responsibilities. The powers and restrictions of each
church are different. Also, every minister will begin with a small amount of
equipment.
THE CHURCH OF ALROTHNA
- BELIEFS: Alrothna is the
goddess of knowledge. It is believed that through her come all ideas, and
that with out her help, there would be no advancement in the scholarly
areas.
- SKILLS AND ABILITIES:
Alrothna's ministers are very studious and scholarly. They would rather
spend their entire lives in libraries, learning as much as they can.
However, most realize that this is not possible. Often, ministers of
Alrothna will usually join a group of adventurers for the sole purpose of
discovering or exploring ancient cities, underground complexes, or archaic
tomes of forgotten knowledge. Of the character's "A" and
"B" skills, five must be chosen from the following: Alchemy,
Astrology, Astronomy, Early Engineering, Geology, Herbalism, Language,
Lore, Mathematics, Realize Worth, Sense Disease, or Sense Injury.
- Also, Alrothna's
ministers may attempt to call upon her for knowledge. The chance that she
will answer is a base of 1% per level. The minister may attempt to do so
as often as he or she wishes, but petty, overly materialistic queries
will often not be answered, even if the roll was made.
- The ministers of
Alrothna can use any weapon or armor they wish, but most prefer to wear
light armor (if at all), and use one-handed weapons (again, if at all).
- EQUIPMENT: The ministers of
Alrothna begin the game with a book, a regular scroll, and ink and quill.
THE DISCIPLES OF KHADINA
- BELIEFS: Khadina is the
god of death and of the dead. Neither he, nor his disciples, are evil. All
things die. His followers believe that death is a part of life, and should
not be feared. Often, when a person is beyond all help, and faces an
unpleasant death, a minister of Khadina will offer a quick, painless
release in the way of a knife, or poison. While not generally liked, his
disciples are not often feared. Khadina receives the souls of all believers except the
devout devotees, priests, and protectors of other gods. These individuals are taken to be
with their patron deity for eternity. The one type of creature that all disciples of Khadina
hate, and seek to exterminate is the undead. Undead creatures are created
by stealing a soul from Khadina, and placing it into a corpse, animating
it. Each soul taken from Khadina weakens him, albeit a tiny amount.
- SKILLS AND ABILITIES: The
disciples of Khadina have the common skills of First Aid, Lore: Poisons,
and Blunt Weapons. They also have two skills that are divine in nature.
- The first skill is
commonly called "Death Tell." When used, the disciple can tell
the time and method of death of a person. The attributes used are AWA +
INT + LUC. This skill requires at least one full minute to attempt.
- The second skill is
called "Destroy Undead." It is a specialized form of the more
common Banishment skill. The attributes used are LUC + WIL. Always
subtract the level of the most powerful undead from the skill before
using. When used, divide the skill by 10. If the skill was successful,
1/10 of the skill is the number of D10's that are rolled to determine how
much injury is dealt. To the amount rolled should be added the level of
the disciple.
- The ministers of
Khadina will only wear light armor that is mostly non-metallic in nature.
Also, they will only wield blunt weapons.
- EQUIPMENT: The disciple of
Khadina begins the game with a healing pouch, and a blunt weapon of
choice.
THE DISCIPLES OF KREENG
- BELIEFS: Kreeng is the god
of the night, and all things related to it, both good and bad. He is the
god of romance, as well as the god of thieves, burglars, and all others
who make their living by the light of the moon and stars.
- SKILLS AND ABILITIES: All
ministers of Kreeng automatically gain Night Vision equal 150 ft. In the
way of skills, the minister has Hide, Stealth, Astronomy, Knife Weapons,
and 1 skill of choice. However, the skills of Hide and Stealth each gain a
bonus of +20% at night, but during the day, they do not gain this bonus.
In fact, they have a penalty of -10%.
- EQUIPMENT: The disciple of
Kreeng begins the game with 1 knife of choice, and his or her clothing are
in dark colors, such as dark blue, or black.
THE DISCIPLES OF LORETH
- BELIEFS: The deity Loreth
is the god of the natural world. He is credited with creating the plants
and animals of the world. His followers prefer to live in the wilderness,
away from the cities. Also, they despise sportsmen, who hunt and kill
animals for entertainment.
- SKILLS AND ABILITIES: The
disciples of Loreth begin the game with the normal skills of Foraging,
Herbalism, and Tracking. Also, they have the ability to speak with any
animal that they come across. This is used exactly like any other Language
skill.
- Also, the disciples
of Loreth have the ability to hide their position, or their passage, in
the wilderness. Any person who searches for them will not be able to find
or track them. This skill is called "Blend with Nature," and
uses the character's AWA + LUC + WIL. It can be used as camouflage or to
hide a trail. However, it only works for the minister of Loreth.
- EQUIPMENT: The disciples of
Loreth begin the game with a staff or walking stick, and a pouch of
medicinal herbs. Should the character ever use armor, only those made out
of leather will be worn. Also, the character will only use weapons that
are made of wood.
THE MINISTERS OF MARACH
- BELIEFS: Marach is the
goddess of the weather and of the oceans and seas. Farmers pray to her for
good weather for their crops, and sailors pray to her for calm seas and
swift winds.
- SKILLS AND ABILITIES: The
ministers of Marach begin the game with the normal skills of Predict
Weather and Swimming. Their most powerful skill, as well as their most
frightening, is the ability to alter the weather in their area.
- The skill "Alter
Weather" requires the use of three "A" or three
"B" skills, and it uses the character's AWA + INT + LUC + WIL.
The area affected will be a ½ mile radius per level of the minister,
centered upon the minister. This skill allows the minister to do any of
the following:
Table 1. Alter Weather Ability
EFFECT TIME REQUIRED
Create wind: 1 mph per level 5 minutes
Change humidity: 1% per level 1 hour
Alter temperature: 1 degree per level 1 hour
VERY IMPORTANT: Whenever this skill is used,
not only will the area of the minister be affected, but another place somewhere
relatively close will be affected also. Rain in one place could mean drought in
another. This skill must be used very carefully.
- EQUIPMENT: Priests of
Marach will begin the game with a complete set of clothing for each
season. This clothing will be made of high quality fabrics and other
materials. In addition each minister will carry an oak staff encrusted
with their holy symbol, a sun crossed with lightning.
THE FOLLOWERS OF MURES
- BELIEFS: The followers of
Mures believe that all life is sacred and will never take a sentient life.
They will do their best to aid any and all that needs medical help,
including enemies. They also believe that violence is inherently evil, and
will attempt to avoid it at all costs. However, their green and yellow
robes are usually enough to keep others from harming them, as they are
highly recognizable. Most persons will not harm a minister of Mures.
- SKILLS AND ABILITIES: The
minister of Mures begins the game with the skills of First Aid, Herbalism,
Sense Injury, and Sense Disease. Their last "A" or "B"
skill is called "Empathic Healing."
- Empathic Healing is
used to heal others of their injuries. The attributes used are AWA + HEA
+ LUC + WIL. It is used by the minister placing his or hands upon an
injured person, and absorbing their pain. This requires 1 full round, and
a successful skill roll. When successful, the injured person will regain
2D10 IP, + 1/10 of the minister's Empathic Healing skill, +1/10 of the
minister's WIL. The minister becomes injured for the same amount of IP
that was healed in this way. However, the injury dealt to the minister
heals at the rate of 1/10 his or her HEA per round.
- Also, the minister
gains a form of magical protection. Whenever the minister is wearing the
robes of his or her church, he or she gains a PV equal to his or her
level. This PV can be combined with magical protection and regular armor,
but only padded, leather, and Cuir-bouilli Lamellar can be used. All
other types of physical armor, whether enchanted or not, will completely
negate the minister's divine protection. This ability only works when the
minister is wearing the robes of his church. The robes themselves are not
enchanted in the slightest way. Also, this PV will not absorb any injury
gained by use of the Empathic Healing skill.
- EQUIPMENT: The minister of
the church of Mures begins the game with a set of robes of his or her
chosen religion, a pouch of medicinal herbs, and a healing pouch.
THE MAGES OF PICCOR
- BELIEFS: Piccor is the god
of magic and light. It is believed that he allows those who use magic to
tap into a very minute amount of his power to cast their spells. His
ministers believe this to such a point that they will rely more upon their
magic than upon any physical tool or weapon.
- SKILLS AND ABILITIES: The
ministers of the church of Piccor are A type spell casters and
automatically gain the skills "Learn Spells", "Cast Power
Spells" and "Sense Aura" and two other Magic skills. More
importantly, however, the minister receives only half the normal Drain for
casting spells. Also, he or she recovers from the penalties at twice the
normal rate. However, they cannot wear any armor heavier than padded, and
may only use small, one-handed weapons (hatchets, clubs, knives, and
maces).
- EQUIPMENT: The minister of
Piccor begins the game with a number of rune stones whose total power,
when added together, total 8. Also, the character will have scrolls whose
total power will be 8.
THE JUDGES OF SULLUM
- BELIEFS: The patron deity
of the E'Gathin Empire is Sullum. The common folk of the empire believe
that Sullum aided the founders of the empire to avenge the atrocities that
they had suffered. The ministers of the church are called Judges. Within
the empire they are allowed to go about as they please, where ever they
like. They have the authority to apprehend, try, and punish any and all
who break the laws of the empire. Although it is not a rule, the Judges of
Sullum are almost always harsher in their punishments than state judges.
Judges of Sullum are required to be both chaste and celibate during their
tenure as priests. This stems from a desire to stay impartial and avoid
personal distractions. They are also never allowed to lie or misdirect
anyone for any reason.
- SKILLS AND ABILITIES: The
Judges of Sullum have three special abilities. The first is the spell-like
power to know when they are being lied to. This is identical to the spell
"Truth Tell", of the Mental Arkana. Their second power is to
force a person to tell the truth, identically to the spell "Tell
Truth". Each of these powers can be used once per day per level of
experience of the Judge. Finally, if a Judge is attacked, any who strike
him or her will take an identical amount of injury as what was inflicted
upon the Judge. This power will only work if the Judge was defending
himself, or trying to avoid combat. For this reason, Sullum's Judges will
not wear physical armor.
- In the way of
skills, Judges have the following skills: Lore- Laws, Defensive Tactics,
Blunt Weapons, Streetwise, and Sense Aura.
- EQUIPMENT: Sullum's Judges
all have a book of laws of whatever land that they are in, and carry one
blunt weapon.
THE MINISTERS OF SYNNIA
- BELIEFS: Synnia is the
goddess of merchants, craftsmen, and traders. Her disciples seek money
through their own skills of negotiation, and craftsmanship. The priests
discourage anyone who would break an agreement or oath. Her priests roam
the cities and villages aiding and teaching any who would learn their
skills.
- SKILLS AND ABILITIES:
Ministers of Synnia have Negotiation, Realize Worth, Navigation or
Orienteering, and two guild skills of choice.
- In addition, any
priest of Synnia can bless an item that a craftsman will create. This
must be done before any actual work begins on the item and counts for
that one item only. The actual bonus is equal to the minister's level x 2
and can be done once every six hours.
- EQUIPMENT: These teachers
and ministers will carry a set of tools for each of their trades, a set of
writing tools, paper, and a light green set of robes with silver trim.
These churches are not the only ones on the world of Selan, nor are they the
only ones in the Empire. These churches are simply the largest groupings of
ministers and believers. Many lands and races worship the Eleven Elder gods
under different names, with different ceremonies, and with different powers.
Even in the empire there are cults, Orders, and heretics. Most subgroups within
the Empire are separate Orders that follow the guidelines of the larger
established church. Minor differences in worship, a granted power from the god
that differs from the others or a more strident system of beliefs are all that
separate these Orders. For now they are tolerated by the powers that be.
© 1999 J. K. Wykowski & T.
Coonrod