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:
Holy Symbol and Colors: Black disk with barely visible grey eyes. The sacred color of the priesthood is black.
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:
Holy Symbol and Colors: Crystal pendulum. Sacred colors of the priesthood are purple and black.
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:
Holy Symbol and Colors: A plague rat on rusty disk. Sacred colors of the priesthood is rust and black.
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:
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.
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:
Holy Symbol and Colors: Replica of Sploon's polearm. Colors sacred to the priesthood are green and black.
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:
Holy Symbol and Colors: Barbed Scourge. Colors sacred to the priesthood are green and black.
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:
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.
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:
Holy Symbol and Colors: Matte black sphere. The color sacred to the priesthood is black.
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:
Holy Symbol and Colors: Fist clenching lightning
bolt over storm cloud. Colors sacred to the priesthood are black and red.
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