Alignment: Alden's priests must be of some good alignment, with Neutral and Chaotic Good being the most common.
Minimum Ability Scores: Wisdom 9, Dexterity 12, Intelligence 9. Wisdom or Dexterity 16 means +5% experience. Wisdom and Dexterity 16 means +10% experience.
Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Healing, Herbalism. Nonweapon Proficiencies Recommended: Ancient History, Reading/Writing, Religion. Weapon Proficiencies Required: Knife. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest.
Duties of the Priest: Missions: To cure disease and infirmity wherever possible at the greatest possible monetary profit.
Weapon and Armor Restrictions: Weapons Permitted: Mace, sling, quarterstaff, knife (not thrown). Armor Permitted: Any.
Other limitations: Priests of Alden are not permitted to perform any healing services upon a person who does not pay. The priest chooses the exact cost and the charges are not limited in any way. It is not necessary for the priest to actually receive payment before rendering services; agreement to a price and a schedule of payment is also permitted.
Spell Spheres
Major Access to: All, Creation,
Healing, Necromancy, Travelers
Minor Access to: Divination,
Protection, Sun, Wards
Powers:
Holy Symbol and Colors: A white anhk over crossed
silver surgical knives on a blue field. Sacred colors to the priesthood
are white, blue, and silver.
Alignment: Beyurn's clerics must be of some good alignment with Lawful Good prefered. Characters who are not Lawful Good may not rise in the church heirarchy, nor may they found their own temples. However, non-Lawful characters gain experience levels as normal.
Minimum Ability Scores: Wisdom 9, Strength 15, Constitution 12. Wisdom 16, Strength 16, or Constitution 16 means +5% experience. Wisdom 16 and Strength 16 or Constitution 16 means +10% experience.
Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Humans, Lizardmen.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Endurance, Leadership. Nonweapon Proficiencies Recommended: Small Group Tactics, Religion, Languages, Modern. Weapon Proficiencies Required: Longsword, Bow (and except crossbow). Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Warrior.
Duties of the Priest: Defending the good and the innocent against the forces of evil.
Weapon and Armor Restrictions: Weapons Permitted: One-handed sword (any), Bow (any except crossbow). Armor Permitted: Any (Plate mail or better preferred).
Other Limitations: May not cast any spells from the Healing sphere except for Cure Wounds, which may only be cast on injuries gained in combat.
Spell Spheres
Major Access to: All, Combat,
Guardian, Law, Necromancy, Protection, War
Minor Access to: Creation, Divination,
Elemental, Healing, Summoning, Sun, Travelers, Wards, Weather
Powers:
Holy Symbol and Colors: Long sword, upright, over
red sun. Sacred colors to the priesthood are red, gold, and silver.
Alignment: Lawful or neutral good.
Minimum Ability Scores: Wisdom 9, Dexterity 12, Charisma 17. Wisdom 16 or Dexterity 16 means +5% experience. Wisdom 16 and Dexterity 16 means +10% experience.
Races allowed: Only female Humans, Elves, or Half-Elves.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Jumping, Tumbling. Nonweapon Proficiencies Recommended: Dance, Singing, Etiquette, Leadership. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest, Rogue (non-thief-oriented proficiencies only).
Duties of the Priest: Mission: To bring joy, good cheer, and offer encouragement wherever possible.
Weapon and Armor Restrictions: Weapons Permitted: Quarterstaff. Armor Permitted: Any magical ring or bracer.
Other Limitations: May not wear any armor that obscures their clothing or hampers free movement. A priestess of Bunny learns specific chants to turn undead, and cannot turn undead if she is held or silenced.
Spell Spheres
Major Access to: Charm, Protection,
Sun
Minor Access to: All, Creation,
Divination, Healing, Travelers, Wards
Powers:
Holy Symbol and Colors: A priestess of Bunny's
clothing, especially the Red and white letter 'B' and poms, serve
as her holy symbol. Sacred colors to the priesthood are red and white.
The priests of Claremont are also the scientists of Arr-Kelaan; continually investigating the nature of reality. As such, they study all facets of nature: chemistry, alchemy, physics, biology and even some experiments with Magic. Research is the way of life for Claremont's priests, and many assist mages in the search for lost spells and the formulation of new ones.
All priests of Claremont dress in somber dark blue robes tied with a cloth-of-gold sash. They all carry a book with them at all times, the book is their personal reference. Everything a priest of Claremont learns, he records in his book. When a book becomes filled, it becomes part of the priest's personal library. Older, higher level, priests have libraries containing many, many of these personal references.
Alignment: Lawful or neutral good.
Minimum Ability Scores: Wisdom 12, Intelligence 12. Wisdom 16 or Intelligence 16 means +5% experience. Wisdom 16 and Intelligence 16 means +10% experience.
Races allowed: Dwarf, Elf, Gnome, Half-Elf, Human.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Reading/Writing, Research, Battle Tactics and Strategy. Nonweapon Proficiencies Recommended: Languages (ancient or modern), Engineering, Religion, Siege Strategy. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: All Proficiency groups.
Duties of the Priest: Mission: expand the sum total of knowledge on Arr-Kelaan, bring enlightenment and education to primitive areas, fight ignorance wherever found.
Weapon and Armor Restrictions: Weapons Permitted: Any non-edged weapon. Armor Permitted: All armor, no shields.
Other Limitations: A priest of Claremont must always carry a book, equivalent to a wizard's spell book in size and weight, and writing instruments in addition to any other equipment.
Spell Spheres
Major Access to: All, Astral, Chaos, Charm, Creation,
Divination, Elemental, Guardian, Healing, Law, Necromancy, Numbers, Protection,
Summoning, Sun, Thought, Time, Travelers, Wards
Minor Access to: Animal, Combat, Plant, War, Weather
Powers:
Holy Symbol and Colors: Open book on blue field.
Colors sacred to the priesthood are dark blue and gold.
Many of the 'red lantern' districts in Arr-Kelaanian cities are under direct (or somewhat indirect) control of a temple to Dulcifer.
They are typically exceptionally attractive women and men with what the rest of society might call 'low social mores'. They usually wear little clothing, serving to enhance rather than conceal. Most clerics of Dulcifer are skilled at using their appearance and 'reputation' to get what they want out of life.
Alignment: Priests of Dulcifer may be Chaotic Good or Neutral Good.
Minimum Ability Scores: Wisdom 9, Charisma 12. Wisdom 16 or Charisma 16 means +5% experience. Wisdom 16 and Charisma 16 means +10% experience.
Races allowed: Elf, Half-elf, Human.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Rope use, Dance. Nonweapon Proficiencies Recommended: Herbalism, Music, Endurance. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest.
Duties of the Priest: Preside over fertility rites, conduct marriage ceremonies, and further the cause of physical pleasure wherever possible.
Weapon and Armor Restrictions: Weapons Permitted: Club, Quarterstaff, Mace, Whip. Armor Permitted: Padded, Leather or Studded Leather armor, any shields, any magical ring or bracer of protection.
Other Limitations: Priests of Dulcifer may not wear any sort of armor or clothing which cannot be removed quickly; any armor will protect at one AC point less due to this ease-of-removal requirement (exception: padded armor is still AC 9). Priests of Dulcifer may not remain celibate or chaste.
Spell Spheres
Major Access to: Charm
Minor Access to: All, Creation,
Divination, Guardian, Healing, Protection, Summoning, Sun, Travelers
Powers:
Holy Symbol and Colors: Platinum medallion of couple
engaged in some form of sexual activity. Sacred colors of the priesthood
are red and gold.
Priests of Durill are usually part of a Craftsmens' Guild, but they are rarely in charge of them as they spend too much time in pursuit of their craft to be bothered with running a Guild.
Few priests of Durill adventure, but those who do are always dedicated to the craftmanship of weapons or armor. Each adventure must be undertaken with the sole purpose (for the priest) of testing a new item of weaponry or armor. Priests of Durill are assumed to be at least proficient with any weapon they create and are not restricted to any weapon types.
Alignment: Lawful Good or Neutral Good.
Minimum Ability Scores: Wisdom 9, Strength 12. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.
Races allowed: Dwarves, Gnomes, Humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Armorer, Blacksmith, or Weaponsmith. Nonweapon Proficiencies Recommended: Armorer (if not selected as required), Blacksmith (if not selected as required), Weaponsmith (if not selected as required), Goldsmith/Jeweler, Engineering. Weapon Proficiencies Required: Warhammer. Nonweapon Proficiency Group Crossovers: Adventuring, Craftsman, Priest.
Duties of the Priest: Create items of perfect craftmanship. Increase the overall quality of all manufactured goods.
Weapon and Armor Restrictions: Weapons Permitted: Any if weaponsmith, otherwise: warhammer, battle axe, throwing axe. Armor Permitted: Any magical or non-magical metallic armor, no shields (Unless armorer).
Other Limitations: Must spend two weeks per year doing nothing but creating objects of beauty or great utility; weapons or armor are preferred.
Spell Spheres
Major Access to: Creation
Minor Access to: All, Combat,
Divination, Elemental, Guardian, Healing, Protection, Sun, Travelers
Powers:
Holy Symbol and Colors: Golden hammer above silver
anvil on blue disk. Sacred colors of the priesthood are blue, gold, and
silver.
Priests of Mykke are typically strong and hearty, to better facilitate the keeping of the peace. They favor large and impressive, though unadorned, weapons like two-handed swords and solid metal armors like plate mail. They wear plain clothing of simple, homespun, un-dyed cloth and never wear any sort of decoration or jewelry
Priests of Mykke are always honorable men and women and will always grant quarter when it is asked for, and will always offer quarter when it is obvious they are defeating their opponent. In such instances, the priest will attempt to conduct their opponent to the nearest court to stand judgement.
As Mykke serves are Beyurn's 'right hand man,' so do the priests of Mykke support the priests of Beyurn. They typically work together, though they engage in less combat than do the priests of Beyurn.
Alignment: As Mykke is lawful good, so must be his priests and their flock.
Minimum Ability Scores: Wisdom 9, Strength 12. Wisdom 16 or Strength 16 means +5% experience. Wisdom 16 and Strength 16 means +10% experience.
Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Humans, Lizardmen.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Endurance, Law/Justice. Nonweapon Proficiencies Recommended: Battle Tactics and Strategy, Small Group Tactics, Siege Strategy, Leadership. Weapon Proficiencies Required: Two-handed sword or bastard sword. Nonweapon Proficiency Group Crossovers: Adventuring, Court, Priest, Warrior.
Duties of the Priest: Maintain the Law. Defend the weak and innocent against any who would seek to do them harm.
Weapon and Armor Restrictions: Weapons Permitted: One of Two-handed sword, bastard sword, or two-handed battle axe. Armor Permitted: Any non-magical metallic armor and shields.
Other Limitations: Priests of Mykke will never use magical weapons or armor except when on a crusade against a specific evil sanctioned by a priest of high level. Priests of Mykke must give away all accumulated treasure except for 100 gp more than the priest's basic expenses. Also, priest of Mykke must always offer quarter when in combat, and grant it if asked for (even if the priest knows the intended combatant will not conduct themselves in an honorable manner).
Spell Spheres
Major Access to: All, Combat,
Guardian, Healing, Law, Protection
Minor Access to: Creation, Divination,
Elemental, Necromancy, Sun, Travelers, War, Wards
Powers:
Holy Symbol and Colors: White marble pillar on
blue field. The sacred color of the priesthood is sky blue.
Ronson requires, and expects, nothing of devotion, sacrifice and absolute faith. His tenets are simple; lead a good life, enjoy drinking with friends, and help promote the cause of Good if it can be accomplished without a great deal of effort.
The one exception to this simplistic style pertains to Ascension day, the only holy day for Ronson's clergy. It is a ritual required of all priests upon reaching the seventh level. The priest must make a journey to Eldrath City, the site of the only true "temple" to Ronson. At the temple, the priest will meet Ronson, face to face, in a private room. Ronson will briefly explain what he does (or, rather, doesn't) expect from his priest, and will finish up by draining a small cask of holy ale with the priest. With the drinking over, Ronson will depart; hopefully, the priest will have come to a new understanding of the Apathetic lifestyle. Every year, on the anniversary of his Ascension day, the priest must make a small sacrifice to Ronson (usually by buying a round of drinks for his fellow priests at the local "worship tavern").
Alignment: Any good.
Minimum Ability Scores: Wisdom 9. Wisdom 12 means +5% experience. Wisdom 16 means +10% experience.
Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-orcs, Humans, Lizardmen.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: None. Nonweapon Proficiencies Recommended: Brewing. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Adventuring, Priest.
Duties of the Priest: None.
Weapon and Armor Restrictions: Weapons Permitted: Any non-edged weapon. Armor Permitted: Any.
Other Limitations: Priests of Ronson are not permitted to become caught up in any causes as this is a betrayal of apathy.
Spell Spheres
Major Access to: All, Creation,
Divination, Elemental, Guardian, Healing, Protection, Summoning, Wards,
Weather
Minor Access to: Charm, Combat,
Necromancy, Numbers, Sun, Thought, Time, Travelers
Powers:
Holy Symbol and Colors: Mug of ale on blue field.
Sacred colors of the priesthood are blue and white.
Priests of Sharra favor dark, roguish clothing but always wear their holy symbols in a prominent location; usually on a chain about their neck.
Priests of Sharra rarely amass wealth, usually keeping only as much as can be carried as the priest will have no set home. Many will establish accounts with counting houses in several large cities so they will have access to funds when they need it. Likewise, Bags of Holding and Portable Holes are prized magical items for priests of Sharra.
Priests of Sharra typically get themselves into bad situations, trusting in their goddess to make escape possible.
Alignment: Sharra is Chaotic Good, as must be her priests.
Minimum Ability Scores: Wisdom 9, Dexterity 12. Wisdom 16 or Dexterity 16 means +5% experience. Wisdom 16 and Dexterity 16 means +10% experience.
Races allowed: Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans, Lizardmen.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Juggling, Tumbling. Nonweapon Proficiencies Recommended: Disguise, Jumping, Streetwise. Weapon Proficiencies Required: Throwing knife. Nonweapon Proficiency Group Crossovers: Adventuring, Priest, Rogue.
Duties of the Priest: Guidance. Countering the effects of evil and misfortune.
Weapon and Armor Restrictions: Weapons Permitted: Throwing Knife, Dagger, Rapier, Main-gauche. Armor Permitted: Magical or non-magical leather armor, no shields.
Other Limitations: Priests of Sharra may not dedicate themselves to a cause that lasts for more than three months. If involved in a lengthy campaign, they must make personal journeys of at least one week in duration, at least once every three months.
Spell Spheres
Major Access to: All, Protection,
Travelers
Minor Access to: Animal, Chaos,
Charm, Creation, Divination, Elemental, Healing, Necromancy, Sun
Powers:
Holy Symbol and Colors: Hematite sphere. Colors
sacred to the priesthood are red and silver.
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