Priests of the Traveler Gods of Evil
[ Darkmarr | Isurus | Kerrimachus | Salsmen | Sploon | Ss'hhrn | Thanatria | Therarra | Vastorius ]
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Darkmarr of Stealth

Connsumate thieves and assassins, the priests of Darkmarr are both feared and respected. They have a reputation for being able to get to anyone and that no lock can stop them, no trap can catch them. One can find priests of Darkmarr at the center of nearly every Thieves' and Assassins' Guild across the face of Arr-Kelaan.

Like their deity, they are typically small and lithe people who dress entirely in black. They carry themselves with great confidence and seem to enjoy the trepidation with which other seem to hold them. Priests of Darkmarr are fond of using their invisibility powers for great theatrical effect, often employing the smoke bombs typical of the Kara-turian ninja.

Alignment: Priests of Darkmarr are as Neutral and Evil as their deity.

Minimum Ability Scores: Wisdom 9 and Dexterity 12. Wisdom 16 or Dexterity 16 means +5% experience. Wisdom 16 and Dexterity 16 means +10% experience.

Races allowed: Dwarves, Elves, Halflings, Half-Elves, Half-orcs, Humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Blind-fighting. Nonweapon Proficiencies Recommended: Awareness, Camouflage, Disguise, Night Vision, Toxicology. Weapon Proficiencies Required: Short sword. Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Rogue.

Duties of the Priest: Mission: promote the cause of thieves and assassins and other night operatives. Priests of Darkmarr must be willing to kill anyone for money.

Weapon and Armor Restrictions: Weapons Permitted: Throwing knives, daggers, Short swords. Armor Permitted: Any leather, no shields.

Other Limitations: Because they have the abilities of Thieves, they must work harder than normal priests to advance.  Each level of experience is gained at the additional cost of one-half what it would take for a thief.  For example, second level is gained at 2125xp (1500 for priest + 1250/2 for thief).  The special abilities of a priest of Darkmarr are not usable in broad daylight.

Spell Spheres
Major Access to:  Chaos, Necromancy
Minor Access to:  All, Charm, Combat, Creation, Elemental, Healing, Numbers, Protection, Sun, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Darkmarr, and ten first-level thieves. The priest may take the following on adventures; three priests (only one of which may be third-level), three thieves. The priesthood will not help with the construction of a stronghold, and competing strongholds in the same city may begin a war to wipe out their competitors. Strongholds dedicated to Darkmarr often serve as the seat of power for the local Thieves' Guild.

Holy Symbol and Colors: Black disk with barely visible grey eyes. The sacred color of the priesthood is black.


[Top]Isurus Vulpin

Few sects are are feared as are the priests of Isurus, the god of nightmares.  They live to inspire fear, terror, and horror.  Their temples are as nightmarish as their god, complete with fearsome gargoyles, eyetwisting architecture, and ghoulishly deadly traps.  They delight in controlling the common people through fear and intimidation.

Alignment: Chaos and Evil are the hallmarks of Isurus, and his clerics follow suit.

Minimum Ability Scores: Wisdom 9. Wisdom 16 or means +5% experience. Wisdom 16 and means +10% experience.

Races allowed: Humans, Half-orcs.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Intimidation. Nonweapon Proficiencies Recommended: None. Weapon Proficiencies Required: Quarterstaff. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Inspire fear and terror.

Weapon and Armor Restrictions: Weapons Permitted: Quarterstaff, mace. Armor Permitted: Any armor, any shield.

Other Limitations: A priest of Isurus' 5th and 9th level powers are only usable at night or in complete darkness.

Spell Spheres
Major Access to:  Astral, Chaos, Charm, Thought
Minor Access to:  All, Combat, Creation, Divination, Healing, Necromancy, Sun, Time, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Isurus, and ten first-level fighters. The priest may take the following on adventures; three priests (only one of which may be third-level), three fighters. The priesthood will not help with the construction of a stronghold. Strongholds dedicated to Isurus must be built as the most imposing structure in a given area complete with sinister leering gargoyles and deadly traps for the unwary.

Holy Symbol and Colors: Crystal pendulum. Sacred colors of the priesthood are purple and black.


[Top]Kerrimachus

Priests of Kerrimachus seek to spread disease and suffering as actively as priests of Alden seek to eliminate it. They believe that the populations of the world need to be kept in check by disease and death.

They are the mortal enemies of the priests of Alden, and attack them on sight.  A Priests of Kerrimachus enjoys nothing more than bringing illness or pestilence to a temple to Alden.

Alignment: Lawful Evil or Chaotic Evil.

Minimum Ability Scores: Wisdom 9, Constitution 9. Wisdom 16 or Constitution 16 means +5% experience. Wisdom 16 and Constitution 16 means +10% experience.

Races allowed: Human, Half-orc, Lizardman, Elf.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Herbalism. Nonweapon Proficiencies Recommended: Healing(reversed results). Weapon Proficiencies Required: Knife. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Spread disease, famine, and suffering.

Weapon and Armor Restrictions: Weapons Permitted: Quarterstaff, mace, knife. Armor Permitted: Any non-metalic armor.

Other Limitations: Priests of Kerrimachus may not cast any beneficial healing spells.

Spell Spheres
    Major Access to:  Healing, Necromancy
    Minor Access to:  All, Charm, Creation, Divination, Protection, Travelers, Wards

Powers:

Followers and Strongholds: Priests of Kerrimachus do not build strongholds, nor do they attract followers. They typically travel from area to area spreading plagues and famine.  They typically work in secret, as when discovered they are often killed by outraged citizens.

Holy Symbol and Colors: A plague rat on rusty disk. Sacred colors of the priesthood is rust and black.


[Top]Salsmen of Deceit

The greatest source of Evil upon Arr-Kelaan is Salsmen of Deceit, and the expression of that evil power is manifest in the priests who worship him. Priests of Salsmen are dedicated to subjugating the entire world under their yoke and bringing an eternal darkness to Arr-Kelaan.

Priests of Salsmen are often charming and expressive, though there is always a certain taint about them.  They are great keepers of subtle plans, grand schemes, and secret conspiracies.  They form huge networks of secret societies of malicious purpose.  Some of these societies are so secret, that even the common members are unaware of the complete purpose of the organization.  Priests of Salsmen have more influence over political functioning throughout the world than anyone realizes and they use their powers of persuasion and impersonation well.

They are masters of intrigue and the use of power, as well as outright violence.  Priests of Salsmen usually work from a power base of secret societies, mountain strongholds, and infitration.  They actively recruit warriors, rogues, and wizards into their fold.  Many high-ranking priests of Salsmen are Drow who have turned away from the worship of Lolth in the hopes of breaking the level limits imposed by the demoness.

Alignment: Though Salsmen is the ultimate expression of Evil, his priests must be Chaotic Evil.

Minimum Ability Scores: Wisdom 9, Charisma 9. Wisdom 16 or Charisma 9 means +5% experience. Wisdom 16 and Charisma 16 means +10% experience.

Races allowed: Human, Elf (typically only Drow), Half-Elf, Lizardman, Half-Orc, Gnome, Halfling.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Intimidation, Disguise. Nonweapon Proficiencies Recommended: Religion. Weapon Proficiencies Required: Dagger. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Spread Evil, chaos, and dissention throughout the world.

Weapon and Armor Restrictions: Weapons Permitted: Dagger, quarterstaff, mace, flail, scourge. Armor Permitted: Any armor, any shield.

Other Limitations: None.

Spell Spheres
    Major Access to:  All, Astral, Chaos, Charm, Combat, Creation, Elemental, Guardian, Necromancy, Numbers, Protection, Summoning, Sun, Thought, Time, War, Wards, Weather
    Minor Access to:  Divination, Healing, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Salsmen, also six first-level fighters and four first-level thieves. The priest may take the following on adventures; three priests (only one of which may be third-level), two fighters, and one thief. The priesthood will not help with the construction of a stronghold and any attempt to build one within an area already under the influence of a stronghold will be met violence. Strongholds dedicated to Salsmen are typically in the form of a step-sided pyramid with narrow stairs leading to the doors at the top.  Inside they are full of training rooms, libraries, and deadly traps.  The only way to rise in power in a temple to Salsmen is by 'killing your way to the top' as higher-level priests must be assassinated (thus proving themselves less worthy than their killers) for lower level priests to increase in rank.

Holy Symbol and Colors: Dagger-size replica of the Sword of Chaos (Salsmen's primary weapon). Colors sacred to the priesthood are red and black.


[Top]Sploon of Loathing

As the embodiments of hatred and bigotry, the worshippers of Sploon gradually take on his foul appearance.  Stemming from -- or, perhaps, fueling -- this transformation is a natural, inborn hatred of anything that is different.  The live to foment chaos between the races and fuel the fires of racial distrust wherever possible.

Priests of Sploon are rarely encountered on their own, as they typically ally themselves with priests of Salsmen to gain protection and power.

Alignment: Chaotic Evil only.

Minimum Ability Scores: Wisdom 9, Strength 9. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.

Races allowed: Human (later to be transformed into Sploon's visage).

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Intimidation, Endurance. Nonweapon Proficiencies Recommended: None. Weapon Proficiencies Required: Any polearm. Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Warrior.

Duties of the Priest: Hate everything that is not Sploon.

Weapon and Armor Restrictions: Weapons Permitted: Any polearm. Armor Permitted: Any armor.

Other Limitations: Priests of Sploon suffer a cumulative -1 reaction adjustment per level (until all reactions are automatically hostile).

Spell Spheres
    Major Access to:  Combat, Elemental, War
    Minor Access to:  All, Creation, Divination, Healing, Necromancy, Protection, Sun, Travelers

Powers:

Followers and Strongholds: Priests of Sploon attract no followers and build no stronghold, choosing instead to ally with priests of Salsmen.

Holy Symbol and Colors: Replica of Sploon's polearm. Colors sacred to the priesthood are green and black.


[Top]Ss'hhrn Vll'nn

Possibly the most feared priesthood upon Arr-Kelaan, the followers of the reptillian goddess of pain delight in the suffering of others.  They are typically the most skilled torturers and executioners.  All men fear falling into the hands of Priests of Vll'nn.

Little is known of their rituals and daily routines, but rumors of ghastly litanies of pain and suffering are common.  Most priests of Vll'nn are scarred or disfigured in some way (maximum Charisma of 14).

Alignment: Priests of Vll'nn must be Neutral Evil.

Minimum Ability Scores: Wisdom 9. Wisdom 12 to 16 means +5% experience. Wisdom greater than 16 +10% experience.

Races allowed: Human, Elf, Half-Elf, Half-Orc, Lizardman.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Rope Use, Intimidation. Nonweapon Proficiencies Recommended: . Weapon Proficiencies Required: Scourge, axe. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Serve as Inquisitors and Executioners. Spread pain and suffering wherever possible.

Weapon and Armor Restrictions: Weapons Permitted: Knife, Scourge, Garotte. Armor Permitted: Leather.

Other Limitations: Healing spells cast by priests of Vll'nn cause excruciating pain (reducing Dex by 1d4 for equal number of hours).  All reaction adjustments against priests of Vll'nn are made at a -4 penalty.

Spell Spheres
    Major Access to:  Healing, Necromancy, Elemental Fire
    Minor Access to:  All, Chaos, Combat, Creation, Divination, Guardian, Protection, Summoning, Sun, Travelers, Weather

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Vll'nn, also eight first-level fighters. The priest may take the following on adventures; three priests (only one of which may be third-level), two fighters. The priesthood will not help with the construction of a stronghold. Strongholds dedicated to Vll'nn must must be constructed with sharp angles and spiky projections along parapets and windows; there should always be a chance of being injured simply walking through the corridors or opening a door.

Holy Symbol and Colors: Barbed Scourge. Colors sacred to the priesthood are green and black.


[Top]Thanatria

Worship of Thanatria is one of the most diverse on the world of Arr-Kelaan. Though she is viewed by most of the population as an Evil goddess, she is worshipped by a number of Good men and women as well.  Her role as Mistress of Life's End is respected, if not welcomed, by most people.

To be true, however, most worshipers of Thanatria are Evil; seeking to gain power from (or, perhaps, over) death.  Necromancers, as a group, generally worship Thanatria.

There are sects of Thanatria's priests who are Good, and who see her as a goddess of renewal.  Their job is to comfort the dying, care for the remains of the deceased, and comfort the surviving.  They go by the enigmatic name of The End of the Circle; a reference to the commonly held belief that all life is a circle (birth, age, death, rebirth) with the end of any one being's 'circle' being the physical act of death.

Thanatria's Evil sects go by a variety of frightening names -- some common ones are The Cold Path, Ashen Realms, and The Fallen -- and each has separate rituals and goals, though power and control are common enough goals among all of them.

Alignment: Priests of Thanatria fall into two distinctly different sects, either Lawful Evil or Lawful Good.

Minimum Ability Scores: Wisdom 9, Constitution 9. Wisdom 16 or Constitution 16 means +5% experience. Wisdom 16 and Constitution 16 means +10% experience.

Races allowed: Human, Elf, Gnome, Dwarf, Half-Elf, Half-Orc, Halfling, Lizardman.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Herbalism. Nonweapon Proficiencies Recommended: Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.

Duties of the Priest: Depending on the sect; either to care for the dead and comfort the living, or to gain power over the living by use of the dead.

Weapon and Armor Restrictions: Weapons Permitted: Scythe, any blunt weapon. Armor Permitted: Any armor, any shield.

Other Limitations: Priests of Thanatria's Good sect, the End of the Circle, may not create undead as they are an affront to the natural cycle and must destroy them when possible.  Neither of Thanatria's sects may restore life to the dead by use of Raise Dead or Ressurection spells.

Spell Spheres
    Major Access to:  All, Charm, Creation, Healing, Necromancy, Thought
    Minor Access to:  Divination, Elemental, Sun, Travelers, Wards

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and eight first-level priests of Thanatria, all followers of the same sect as the priest.  The priest may take the following on adventures; four priests (only one of which may be third-level). Only the End of the Circle sect will help with the construction of a stronghold, donating up to one quarter of the cost, and only if it is built outside of the area of influence of any other stronghold. Strongholds dedicated to Thanatria are always designed with the needs of the dead in mind, either for the proper caring of the mortal remains, or for the re-animation as un-dead.

Holy Symbol and Colors: White skull on black disk, or solid silver skull. Colors sacred to the priesthood are black and white.  White robes are favored by the End of the Circle sects, black robes are favored by all the others.


[Top]Therarra

There are very few true worshippers of Therarra, though most will pay her some homage to avoid her attention.  Priests of Therarra thrive on misfortune -- specifically the misfortunes of others.

Alignment: All priests of Therarra must be Chaotic Evil.

Minimum Ability Scores: Wisdom 9. Wisdom 12 to 16 +5% experience. Wisdom greater than 16 means +10% experience.

Races allowed: Any.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Tumbling. Nonweapon Proficiencies Recommended: Tightrope walking, juggling. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: General, Priest, Rogue.

Duties of the Priest: Spread misfortune and profit from it.

Weapon and Armor Restrictions: Weapons Permitted: Quarterstaff, throwing knife, mace. Armor Permitted: Any leather.

Other Limitations: Priests of Therarra automatically receive a -2 reaction adjustment when meeting other people.

Spell Spheres
    Major Access to:  All, Charm, Travelers
    Minor Access to:  Animal, Chaos, Creation, Divination, Elemental, Healing, Necromancy, Protection, Sun

Powers:

Followers and Strongholds: Priests of Therarra have neither followers or strongholds, choosing instead to wander the lands and trust their goddess to foul others plans and lead them into situations where they can profit from someone else's misfortune.

Holy Symbol and Colors: Matte black sphere. The color sacred to the priesthood is black.


[Top]Vastorius

Typically men and women of dark purpose and fiery temper, priests of Vastorius live to foment chaos and destruction.  Fire, flood, and storms are their lifeblood.  Priests of Vastorius seek to destroy the works of the intelligent races by the dangerous and unpredictable forces of nature.

They typically wander the lands, seeking to be involved wherever chaos and destruction reign; earthquakes, tsunamis, and volcanos all attract the attention of priests of Vastorius.

They despise constructions of any kind and greatly despise Dwarves for their craftsman-like ways and excellent stonework.  The few Dwarven citadels that have ever fallen in battle were destroyed by the combined forces of several priests of Vastorious.

Alignment: Priests of Vastorius must be Chaotic Evil.

Minimum Ability Scores: Wisdom 9, Strength 9. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.

Races allowed: Human, Half-orc, Lizardman.

Nonweapon and Weapon Proficiencies: Bonus Nonweapon Proficiency: Survival.  Nonweapon Proficiencies Required: Weather Sense. Nonweapon Proficiencies Recommended: Intimidation, Endurance. Weapon Proficiencies Required: Warhammer. Nonweapon Proficiency Groups: General, Priest, Warrior.

Duties of the Priest: Destroy the works of the intelligent races whenever possible.

Weapon and Armor Restrictions: Weapons Permitted: Large swords, maul, battle axe, warhammer. Armor Permitted: Any armor, any shield.

Other Limitations: Priests of Vastorius may never cast any spell which creates something.  Priests of Vastorius may never spend more than two consecutive days within a city or town, and they may never sleep beneath any man-made shelter.  Priests of Vastorius always receive a -2 reaction penalty when meeting Dwarves.

Spell Spheres
    Major Access to:  All, Chaos, Combat, Creation, Elemental, Summoning, Sun, War, Weather
    Minor Access to:  Healing, Necromancy, Travelers

Powers:

Followers and Strongholds: Followers are received at 9th Level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of Vastorius, also eight first-level fighters. These followers are constant companions and accompany the priest on all adventures.  Priests of Vastorius do not build strongholds as they detest the sight of one stone standing upon another.

Holy Symbol and Colors: Fist clenching lightning bolt over storm cloud. Colors sacred to the priesthood are black and red.
 
 


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